UntoldEngine
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The offscreen pass does not take into account the previous texture pass
For example, currently it does not take the input texture from the previous pass. You may need to modify the function arguments a bit so that the user does not need to go into the engine and make the changes.
for example, you may need to add the following:
pipeline->inputTexture=uPreviousRenderPass->getPipeline()->targetTexture;
and
[offscreenRenderEncoder setFragmentTexture:pipeline->inputTexture atIndex:fiDepthTexture];
However, keep in mind that fiDepthTexture may not be want the user wants.