Multiple post effects passes
Luminiscental opened this issue · 0 comments
Luminiscental commented
At the moment, only the last PostEffectsPass in PostEffects' m_Passes is actually rendered.
To fix this you could change this:
target->Bind();
API::SetActiveTexture(GL_TEXTURE0);
source->GetTexture()->Bind();
quad->Bind();
indices->Bind();
for (PostEffectsPass* pass : m_Passes)
pass->RenderPass(target);
indices->Unbind();
quad->Unbind();
to this:
target->Bind();
API::SetActiveTexture(GL_TEXTURE0);
source->GetTexture()->Bind();
quad->Bind();
indices->Bind();
m_Passes[0]->RenderPass(target);
target->GetTexture()->Bind();
for (uint i = 1; i < m_Passes.size(); i++)
m_Passes[i]->RenderPass(target);
indices->Unbind();
quad->Unbind();