Multipass rendering #1416
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What is the recommended way to set-up multi-pass rendering? I do not mean subpasses. I mean to completely re-render the scene with alternate shaders into a separate buffer, then blend them together as a post-effect. Currently, I have a class that holds onto a vsg::GraphicsPipeline and vsg::RenderGraph. Is this enough to encapsulate a pass? Is it overkill? How can I ensure that a separate set of shaders is used for each pass? I assume this would work using StateGroups and DescriptorSets somehow... |
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Have a look at the vsgstateswitch example: https://github.com/vsg-dev/vsgExamples/blob/master/examples/state/vsgstateswitch/vsgstateswitch.cpp This inserts vsg::StateSwitch into vsg::StateGroup to enable to select between different variants of state such as BindGraphicsPipeline. In the example is creates two views, one that renders the scene as loaded, then a second view as wireframe. |
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Have a look at the vsgstateswitch example:
https://github.com/vsg-dev/vsgExamples/blob/master/examples/state/vsgstateswitch/vsgstateswitch.cpp
This inserts vsg::StateSwitch into vsg::StateGroup to enable to select between different variants of state such as BindGraphicsPipeline. In the example is creates two views, one that renders the scene as loaded, then a second view as wireframe.