Hello Victor,
On 2015-08-24 15:48, Victor Haefner wrote:
> I have a question regarding the deferred shading stage, how could I add
> a texture to pass data (for SSAO) to the ambient shader program?
>
> Can I access a material somehow to add a texture chunk?
hmm, I don't think such a use case had been considered when the stage
was written. As far as I can tell in
DeferredShadingStage::updateStageData() only the g buffer textures and
light chunks for the light sources are added to the state used for the
shading passes. One option could be to add an MFStateChunkPtr (?) to the
stage and add those chunks to all the state used for the shading passes.
Cheers,
Carsten
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