[Shader] Does the C++ OpenGL renderer support beginShaderFill?

var spr2:Sprite = new Sprite();
		this.addChild(spr2);
		var imgbitmap = Assets.getBitmapData("assets/img.png");
		var shader = new AttributesGLSL();
		@:privateAccess shader.openfl_Texture.input = imgbitmap;
		// shader.u_bitmapData.input = imgbitmap;
		// spr2.graphics.beginBitmapFill(imgbitmap);
		spr2.graphics.beginShaderFill(shader);
		
		var v1:Array<Float> = [0, 0, imgbitmap.width * 0.8, 0, imgbitmap.width, imgbitmap.height, 0, imgbitmap.height];
		var v2:Array<Int> = [0, 1, 2, 2, 3, 0];
		var v3:Array<Float> = [0, 0, 1, 0, 1, 1, 0, 1];
		spr2.graphics.drawTriangles(ofArray(v1), ofArray(v2), ofArray(v3));
		spr2.graphics.endFill();
		spr2.x = 500;
		spr2.y = 600;
		spr2.mouseChildren = false;
		spr2.mouseEnabled = false;

This does not render any graphics on C++. Is it not possible to do this on C++?

1 Like

Need use openfl.display.GraphicsShader, OK! :grinning:

OpenFLGraphicsShader.hx

Now openfl-glsl has support for GraphicsShader.