Hi Gil, I'm pretty sure that's because you are using the PhongMaterial which only writes to Depth and Color0. You'd need to have your own material which writes to 3 different outputs to properly populate the 3 color attachments.
Paul On 8/1/19 7:42 PM, Gil H wrote: > > Hello everyone, I’m sure I’m doing something wrong here, but > basically, I’m trying to render multiple frame graph subtrees into > multiple texture targets, and then draw those as part of the final > scene (kind of like seeing security camera feeds on a few textured > quads). Attached is my minimal test app which shows that only > textures attached to Color0 seem to contain anything. Is it because > the surface is a QWindow? I’ve tried a more complicated example with > an offscreen render surface and an FBO with multiple color attachments > added to it, but the textures I got back from that were still empty. > > > > Tested this on Mac with Qt 5.13.0. > > > > If anyone is curious about why you would want to do this, I need to > render up to 3 different Qt3D scenes for integration into an external > GL engine. So different camera views and scene sub-trees need to be > drawn onto separate textures each frame. > > > > > > > > > > > _______________________________________________ > Interest mailing list > Interest@qt-project.org > https://lists.qt-project.org/listinfo/interest -- Paul Lemire | paul.lem...@kdab.com | Senior Software Engineer KDAB (France) S.A.S., a KDAB Group company Tel: France +33 (0)4 90 84 08 53, http://www.kdab.fr KDAB - The Qt, C++ and OpenGL Experts
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