Any ideas TO implement shader on dragonbones Armature node in c++?

I tried _displayArmature not working…
neither this…
for (int i = 0; i < _player->_armature->getSlots().size(); i++)
{
auto item = _player->_armature->getSlots().at(i);
this->setGLProgramState(programState);
}

any way to make it work?

		_factory.getTextureDisplay("playerTex", "playerSke")->setGLProgramState(programState);
//---------------------------------------------------------------------------------------------------------------------
		auto slotNode = _factory.getTextureDisplay("playerTex", "playerSke");
		this->addChild(slotNode);
		slotNode->setGLProgramState(programState);

None of above works to accept shader… Any one know better try? I am using dragonBones runtime 5.0 with cocos2dx 3.15

bump? any?

_displayArmature->setGLProgramState() <<<< not even this rendering shader…is there some modification required in runtime? or its just not possible?

Found it …After Instanciate the player object in scene file where we collect all other layers in one scene. addChild that player object inside another layer object and apply shader to that layer.

_player = new Player();
Layer* shaderLayer = Layer::create();
this->addChild(shaderLayer);
shaderLayer->addChild(_player);
shaderLayer->setGLProgram on this layer…

It doesn’t work

Well, It does and implemented blur shader or Player. I guess may be your shader is not proper.
Look at my this video from here : https://youtu.be/9gaHXNtuJ2k?t=132

Well, I didn’t see in your video where do you add the blur shader but if it works for you that’s awesome. I was looking for how to use a shader on the entire armature, and not just the individual parts. In the end, I used a RenderTexture.