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
>
>
-- 
Development mailing list
Development@qt-project.org
https://lists.qt-project.org/listinfo/development

Reply via email to