Imagination PowerVR SDK Blog

How to do multipassshading?


I’d like to use multipassshading in my Game, and because I’d need freely programmable blending for that, each shaderprogram would have an sampler with the result of the previous shaderprogram. Unfortunately, I have no idea how to implement the rendering to a texture Smile. What would be the efficientest way to do this? Or is this multipassshading (nice word LOL) too expensive for a SGX530 (I’m developing for a SE satio with TI OMAP 3530)?

Thanks in advance!