« Last post by JeGX on Today at 10:16:26 AM »
But unfortunately I'm working with a GNU/Linux build of GeeXLab.
I will try to compile the DLLs for Linux asap.
If you only need to store data in the render target, no need to bind the render target texture. The shader will automatically write on the render target texture. You have to bind the render target texture later when you will read it in a shader:
-- init --
local PF_U8_RGBA = 3;
render_tex_tgt = gh_render_target.create_ex(winW, winH, PF_U8_RGBA, 0, 1)
-- frame --
-- Render some stuff in the render target
-- Now read from the render target texture
local col_tex_unit = 0
The reference guide is not up to date. There is another function that binds a particular render target texture when you create a render target with several color targets.