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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