Never mind. I found the QRhiTextureRenderTarget::PreserveDepthStencilContents flag.
Harald ons. 26. mars 2025 kl. 08:12 skrev Harald Vistnes <harald.vist...@gmail.com >: > Hi, > > I am developing a multi-pass rendering algorithm using QRhi. > > In the first pass I create one render target and a depth/stencil buffer. > In the second pass I create another render target, but I reuse the > depth/stencil buffer from the first pass. > > However, the depth/stencil buffer is cleared when I start the second pass > in the call to > > void QRhiCommandBuffer::beginPass(QRhiRenderTarget *rt, > const QColor &colorClearValue, > const QRhiDepthStencilClearValue > &depthStencilClearValue, > QRhiResourceUpdateBatch *resourceUpdates = nullptr, > BeginPassFlags flags = {}); > > Is there some trick to not having to clear the render target and/or > depth/stencil buffer at the start of a pass? > > Best wishes, > Harald > >
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