Objective
Ok the render passes are causing problems again.
For some reason on windows, when executing the fullscreen outline and grid pass, those are overwriting the data in the second attachments (the ones containing the entity ids).
I added a temporary fix in them to make it work so that we can still continue to work
renderTarget->bind();
constexpr GLenum singleDrawBuffer[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, singleDrawBuffer);
constexpr GLenum allBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
glDrawBuffers(2, allBuffers);
renderTarget->unbind();
But this need to be changed. I guess render passes at construction should declare what attachments they are planning to write to / clear, then the render pipeline can probably retrieve those before executing and handling that.
Acceptance Criteria
Dependencies
No response
Technical Details
No response
Type
Engine
Objective
Ok the render passes are causing problems again.
For some reason on windows, when executing the fullscreen outline and grid pass, those are overwriting the data in the second attachments (the ones containing the entity ids).
I added a temporary fix in them to make it work so that we can still continue to work
But this need to be changed. I guess render passes at construction should declare what attachments they are planning to write to / clear, then the render pipeline can probably retrieve those before executing and handling that.
Acceptance Criteria
Dependencies
No response
Technical Details
No response
Type
Engine