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shaders doesnt work as expected within domemaster calls #1

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diegodorado opened this issue Jan 23, 2016 · 2 comments
Open

shaders doesnt work as expected within domemaster calls #1

diegodorado opened this issue Jan 23, 2016 · 2 comments

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@diegodorado
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It may probably by due to my inexperience in openframeworks... but i cannot figure out why this shader looks so odd when applied within domemaster.begin(i); and domemaster.end(i);

It is just an example and I dont mind to make it work... I just would like if you can enlighten me on this.

ofSetColor(245, 58, 135);
ofBoxPrimitive b1;
b1.setPosition(0,0,-100);

for (int i=0; i<domemaster.renderCount; i++){
    domemaster.begin(i);
    shader.begin();
    b1.draw(); //this looks strange
    shader.end();
    domemaster.end(i);
}

domemaster.draw();
shader.begin();
b1.draw();  //this looks ok
shader.end();
@diegodorado
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this is the output of the above code.
On the right lower corner, the box shaded within domemaster calls.
On the left upper corner, how it should look.

the shader used is taken from of/examples/gl/shaderExample/

screen shot 2016-01-23 at 2 46 44 pm

@diegodorado
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could this be due to cubemap fbo resolutions?

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