Need to create a separate PostProcessing class that can take care of Monolith post processing needs.
Design goals:
tailored to Monolith
no fancy dancy mega postprocessing framework
exposed through a facade class that contains high level functions like "SetAmbientOcclusionQuality(BLUB)
fast
merged postprocessing passes
usable for spontaneous ingame effects
easy change of "mood" by simple parameters
Consequences:
PostProcessing-system will take care of (final) backbuffer writes
Everything else is written into an immediate framebuffer that is fed to the PostProcessing system
May need a "Scratch-Texture-Pool" - a system that returns textures with given size and format that can be reused unless someone decides to explicitly purge them. As long as a user has scratch texture handle, the texture won't be given to anyone else
Need to create a separate PostProcessing class that can take care of Monolith post processing needs.
Design goals:
Consequences: