I Have used a copy of unchanged pixels and it works,
but I have still a question:
I try to remove the pinponging by giving the 2 passes same textures as input
and output... ( new renderPass(texture[0],texture[0]))
And it works perfectly?!!! Performances are the same and i can use discard
Can
Hi Julien,
you might be lucky if your output pixel does not depend on any input
neighbours. Imagine all output fragment shader progs being executed in
parallel with no fixed order. If an output pixel depends on input
neighbours, the input values might be overwritten before they are read.
I
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