Original Post
From the examples I have found, post process seems to be handled by rendering the final scene to a texture surface and then rendering a full screen quad to the back buffer with that texture. This is how the pixel shaders are activated via a "DrawPrimitives" call with that full screen quad.
My question is, is this still how it's still done today? Seems like a wonky process. Is there a way to kick off the pixel shaders by telling DirectX to render this texture to the back buffer?
Perhaps the pixel shader can be activated by a "Draw" call from a D3DXSPRITE? The D3DXSPRITE can be asked to render the texture to the back buffer. Would that work?
My question is, is this still how it's still done today? Seems like a wonky process. Is there a way to kick off the pixel shaders by telling DirectX to render this texture to the back buffer?
Perhaps the pixel shader can be activated by a "Draw" call from a D3DXSPRITE? The D3DXSPRITE can be asked to render the texture to the back buffer. Would that work?