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The offscreen pass does not take into account the previous texture pass

Open untoldengine opened this issue 5 years ago • 0 comments

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.

untoldengine avatar Feb 12 '21 13:02 untoldengine