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I'm trying to render part of my scene, apply post-processing effects to it, and then render the rest of the scene without any effects. This works fine as long as I clear the depth buffer before the second render pass, but I don't want to render the objects on top of everything else. I want the second pass to honor the depth information from the first pass to render the full scene with matching depth. However, simply not clearing the depth buffer between the passes results in weird artifacts (simplified demo) I did some investigating into the issue and narrowed it down to a pass that requires a buffer swap (like the Is there any way to preserve the depth information between two render passes and achieve what I'm trying to? |
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Replies: 2 comments 4 replies
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I was able to get this working by adding a IIRC, there was an issue about a quirk with |
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This is one of the pipeline issues in postprocessing v6 (#225) which will be fixed in v7. This use case (GeometryPass > EffectPass > GeometryPass) should already work in the v7 alpha release, but I haven't tested that yet. |
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This is one of the pipeline issues in postprocessing v6 (#225) which will be fixed in v7. This use case (GeometryPass > EffectPass > GeometryPass) should already work in the v7 alpha release, but I haven't tested that yet.