I have been working on getting a better understanding of OpenGL, so I decided to begin writing my own primitive rendering engine. It has been a lot of fun and I have learned a lot. But everything I have been reading only has one shader (vertex+fragment) with the except of extra fragment shaders for post processing.
Having dabbled with jme shaders just a bit I kept thinking in my mind that I could have multiple vertex shaders because the different rendering techniques in the jme material definition each have their own vertex and fragment shaders, then there is the shader that for the default technique that is normally the one I would provide.
After some digging I have come to the conclusion that only the default technique is the one that is used, not the others. Is this correct?
I have not dug into any of the jme post processing yet, but I going to guess that it is mostly just a fragment shader run on the framebuffer?
Just trying to wrap my head around the OpenGL rendering pipeline in jme. I’m really still struggling with the lighting passes. I rendered a jme scene with RenderDoc to try to see what is going on, but the color passes in render doc seem to indicate that jme is redrawing the scene multiple times per frame. I dug around in the rendering code and did not see anything that would do that, but perhaps that is some of the lighting and postprocessing I have enabled doing that.
Any insight would be great!