Before:
Code: Select all
{
Ogre::CompositorTargetDef *targetDef = renderNodeDef->addTargetPass( "renderAux" );
targetDef->setNumPasses( 1 );
//SCENE
mPassSceneDef = static_cast<Ogre::CompositorPassSceneDef*>( targetDef->addPass( Ogre::PASS_SCENE ) );
mPassSceneDef->mExposedTextures.push_back( "TerraShadowTexture" );
if( !mDisableShadows ){
mPassSceneDef->mShadowNode = "MainEngineShadowNode";
}
mPassSceneDef->mProfilingId = "MAIN_SCENE_PASS";
mPassSceneDef->mIdentifier = 25001;
mPassSceneDef->setAllClearColours( Ogre::ColourValue::Black );
mPassSceneDef->setAllLoadActions( Ogre::LoadAction::Clear );
mPassSceneDef->setAllStoreActions( Ogre::StoreAction::Store );
}
{
Ogre::CompositorTargetDef *targetDef = renderNodeDef->addTargetPass( "renderwindow" );
targetDef->setNumPasses( 1 );
//QUAD
Ogre::CompositorPassQuadDef *passQuadDef = static_cast<Ogre::CompositorPassQuadDef*>( targetDef->addPass( Ogre::PASS_QUAD ) );
passQuadDef->setAllLoadActions( Ogre::LoadAction::DontCare );
passQuadDef->mMaterialName = "FinalProcessingMat";
passQuadDef->addQuadTextureSource( 0, "renderAux" );
passQuadDef->mProfilingId = "MAIN_FINAL_PROCESSING_QUAD_PASS";
}
Code: Select all
{
Ogre::CompositorTargetDef *targetDef = renderNodeDef->addTargetPass( "renderAux" );
targetDef->setNumPasses( 1 );
//SCENE
mPassSceneDef = static_cast<Ogre::CompositorPassSceneDef*>( targetDef->addPass( Ogre::PASS_SCENE ) );
mPassSceneDef->mExposedTextures.push_back( "TerraShadowTexture" );
if( !mDisableShadows ){
mPassSceneDef->mShadowNode = "MainEngineShadowNode";
}
mPassSceneDef->mProfilingId = "MAIN_SCENE_PASS";
mPassSceneDef->mIdentifier = 25001;
mPassSceneDef->setAllClearColours( Ogre::ColourValue::Black );
mPassSceneDef->setAllLoadActions( Ogre::LoadAction::Clear );
mPassSceneDef->setAllStoreActions( Ogre::StoreAction::Store );
mPassSceneDef->mLastRQ = 254;
}
{
Ogre::CompositorTargetDef *targetDef = renderNodeDef->addTargetPass( "renderwindow" );
targetDef->setNumPasses( 2 );
//QUAD
Ogre::CompositorPassQuadDef *passQuadDef = static_cast<Ogre::CompositorPassQuadDef*>( targetDef->addPass( Ogre::PASS_QUAD ) );
passQuadDef->setAllLoadActions( Ogre::LoadAction::DontCare );
passQuadDef->mMaterialName = "FinalProcessingMat";
passQuadDef->addQuadTextureSource( 0, "renderAux" );
passQuadDef->mProfilingId = "MAIN_FINAL_PROCESSING_QUAD_PASS";
//OVERLAY SCENE
Ogre::CompositorPassSceneDef *overlayPassSceneDef = static_cast<Ogre::CompositorPassSceneDef*>( targetDef->addPass( Ogre::PASS_SCENE ) );
overlayPassSceneDef->mProfilingId = "MAIN_OVERLAY_PASS";
overlayPassSceneDef->mFirstRQ = 254;
overlayPassSceneDef->mLastRQ = 255;
}
its a bug? is there any way I can flip a workspace to workaround this?
thanks!