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There should be a PipelineFlags options for "Debug" which will build a render pipeline enabling you to draw wireframe meshes
This is a really important feature that I want to have because how we implement this should be same was as we would a new shader effect, like an outline shader. It's important that the design is scalable to have as many materials/visual effects that we want here and that it is easily extensible to the end user (a graphics programmer making a new effect)
The text was updated successfully, but these errors were encountered:
The vertex shader for this would look similar to mrt_vert, but different attachments.
The fragment shader would simply be writing the position and colors to the appropriate buffers instead of doing texture sampling.
This is necessary because we are working in world space, so we have to be drawing on the full screen quad render target.
C++ Side
We may have to change how the OffscreenSubpass::Draw function works. Because the offscreen pass currently begins/ends it's own command buffer, we have to make sure that we manage dependencies for drawing correctly in the Debug subpass. Ideally I would like to have the Debug subpass using those exact same command buffers, but that means we have a dependency between Offscreen and Debug.
There should be a
PipelineFlags
options for "Debug" which will build a render pipeline enabling you to draw wireframe meshesThis is a really important feature that I want to have because how we implement this should be same was as we would a new shader effect, like an outline shader. It's important that the design is scalable to have as many materials/visual effects that we want here and that it is easily extensible to the end user (a graphics programmer making a new effect)
The text was updated successfully, but these errors were encountered: