Really superb work
@Z22. Love it lots.
Couple of points:
Like ages ago, I found its limited application for these
because its relying on empty textures. The shaders will
grab every available texture which excludes us using
model clipnamesprites or even logos in the .scn
While messing around with this..
Each time I applied a shader to a shader
I invert the contents unless I apply
an even number of 'em down the framebuffers chain.
thats cool, and it is easy enough to invert whats
there using sprite (scale: 1, -1) parameter later in
the unshadered camera sprite nodes.
I don't know if it was just the scale of the matching
shadered clips getting out of wack, however I found it
overcame some problems of stuttering by repeating
the size parameter in each nested sprite, (when say using 3D
camera zooming) the way we do for nested quads like below.
framebuffer
{
id: Girl
size: 3840, 2160
pos: 1920, 1080
clipSprite
{
size: 3840, 2160 //<----
pos: 0, 1080
standingHeight: 1850
sittingheight: 1600
source: Clip
}
}