Actually it worked after rethinking it. Thanks Glenn
On Tue, Mar 30, 2021, 17:10 Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Glenn. How this will work with setting the render target
> implementation to the main view camera? I am trying to avoid multiple
> cameras and I am
Thanks Glenn. How this will work with setting the render target
implementation to the main view camera? I am trying to avoid multiple
cameras and I am not sure this is doable
On Tue, Mar 30, 2021, 15:07 Glenn Waldron wrote:
> Nick,
> Pretty sure you can only attach one texture to a FRAME_BUFFER
Nick,
Pretty sure you can only attach one texture to a FRAME_BUFFER render
target. And in that case, it is just copying the framebuffer to your
texture after rendering it. Consider using a FRAME_BUFFER_OBJECT instead.
On Monday, March 29, 2021 at 10:45:27 PM UTC-4 trajce.ni...@gmail.com wrote:
Nonone on this? Robert?
Thank you
Nick
On Sun, Mar 28, 2021 at 5:24 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Attached is the minimal code that reproduce the problem
>
> Thanks a bunch as always!
>
> Nick
>
> On Sun, Mar 28, 2021 at 2:49 PM Trajce Nikolov NICK <
> trajce.n
Attached is the minimal code that reproduce the problem
Thanks a bunch as always!
Nick
On Sun, Mar 28, 2021 at 2:49 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> I am attaching to the main camera DepthBuffer and ColorBuffer as Texture2D
> - attached is the s
Hi Community,
I am attaching to the main camera DepthBuffer and ColorBuffer as Texture2D
- attached is the setup. I also have shader to check the depth buffer - so
it is ok as on the image. And I am displaying it on a quad. The depth
buffer is still getting me zeros when the colorbuffer is attache
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