Closed vorg closed 4 years ago
That's because we draw helpers after post-processing is done. Moving it to the same place as drawMeshes breaks line antialiasing and is too bright due to emissive (fixed) makes everything darker due to tonemapping (fixed by multiplying color by 2)
Without multiplying colors by 2: main screen has postprocessing (fixed helper depth but colors are ugly), right screens don't have postprocessing
It's currently not possible to have stuff that is part of 3d scene but "skips" postprocessing. It would require one more "combine" pass that renders helpers to already postprocess color buffer while reusing depth buffer, and only then blits it to the screen.