Closed Luminiscental closed 8 years ago
At the moment, only the last PostEffectsPass in PostEffects' m_Passes is actually rendered. To fix this you could change this:
target->Bind(); API::SetActiveTexture(GL_TEXTURE0); source->GetTexture()->Bind(); quad->Bind(); indices->Bind(); for (PostEffectsPass* pass : m_Passes) pass->RenderPass(target); indices->Unbind(); quad->Unbind();
to this:
target->Bind(); API::SetActiveTexture(GL_TEXTURE0); source->GetTexture()->Bind(); quad->Bind(); indices->Bind(); m_Passes[0]->RenderPass(target); target->GetTexture()->Bind(); for (uint i = 1; i < m_Passes.size(); i++) m_Passes[i]->RenderPass(target); indices->Unbind(); quad->Unbind();
At the moment, only the last PostEffectsPass in PostEffects' m_Passes is actually rendered. To fix this you could change this:
to this: