Rendering to Texture

Happy 2017! I know, it’s almost February, but better late than never, right?

[EDIT: I was so excited that this demo actually worked that I didn’t even realized this wasn’t the first post of the year]

Anyway, I just finished this demo and I wanted to share it with you. Simply put, I’m rendering lots of characters on screen using the impostor technique, which relies on rendering a single model in an offscreen buffer. Then, multiple quads are drawn using the output of that buffer as texture.

Et voilá!

In order to achieve this goal, I had to make some changes in how scenes are rendered (is this the first refactor of the year? No). Since we’re using multiple cameras, we needed a way to define which one is the main one (we cannot rely on the Simulation to that for us any longer). Also, a new render pass is required to draw the model on a texture. And so the OffscreenRenderPass (were you expecting something else?) was born. But that’s pretty much it.

As usual, this is a new feature and therefore… unstable. Do not try it at home (yet).

Bye!

 

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