In my ongoing quest to learn the ins and outs of glsl shaders stepping from a single image to a 2D scene took a little learning about frame buffers and setContext(). Drawing the scene off camera to apply the shader to the entire scene works fine for simple 2D but provides strange effects in 3D space. It seems that it has to do with the draw order of the objects. When drawing a 2D game, the order of the object change what will go behind what, but in 3D the draw order is handled by the device with things like depth buffers and math way over my head. This seams to be ignored when using setContext()
@Ignats - I sure hope so. I don’t plan on using this idea right away, but in the future, it would be nice to have the option for some neat effects.
@Saurabh - I’m not sure that is really helps my problem. A depthmap would be useful, but how would I pass that into the draw order and get rid of the oddities that I showed?