Open BenjaFriend opened 4 years ago
mrt_vert
, but different attachments. This is necessary because we are working in world space, so we have to be drawing on the full screen quad render target.
We may have to change how the OffscreenSubpass::Draw
function works. Because the offscreen pass currently begins/ends it's own command buffer, we have to make sure that we manage dependencies for drawing correctly in the Debug subpass. Ideally I would like to have the Debug subpass using those exact same command buffers, but that means we have a dependency between Offscreen and Debug.
There should be a
PipelineFlags
options for "Debug" which will build a render pipeline enabling you to draw wireframe meshesThis is a really important feature that I want to have because how we implement this should be same was as we would a new shader effect, like an outline shader. It's important that the design is scalable to have as many materials/visual effects that we want here and that it is easily extensible to the end user (a graphics programmer making a new effect)