Bugs Or limitations with MRT?
hi,
i think kind of bug when using mrt this:
//mrt pass
context3d.setrendertotexture( texture0, true, 0, 0, 0 );
context3d.setrendertotexture( texture1, true, 0, 0, 1 );
context3d.setrendertotexture( texture2, true, 0, 0, 2 );
context3d.setrendertotexture( texture3, true, 0, 0, 3 );
context3d.clear();
drawing(....)
context3d.setrendertotexture( null, true, 0, 0, 1 );
context3d.setrendertotexture( null, true, 0, 0, 2 );
context3d.setrendertotexture( null, true, 0, 0, 3 );
context3d.setrendertobackbuffer();
// pass
context3d.setrendertotexture( texture4, true);
context3d.clear();
drawing(....)
every thing works fine long 5 textures used must have same resolutions.
even texture4 must have less or equal resolutions other mrt buffers.
otherwise, mrt never rendered.
i.e.
texture0 ~ texture3 has 512 512 resultions
but texture4 has 1024, 512.
this wont work either swap order of rendering pass.
is kind of limitations or bug?
thanks alot
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