Ogre Version: 3.0.0unstable (E)
Operating System: Windows 10
Render System: DirectX11
Hi, I'm learning some basic compositor features of ogre-next.
i written a compositor script that renders all the render queues into a local rtt, which is copied and rendered as quad on the main render texture as the final image.
On Vulkan and OpenGL rendersystems this works fine, but on DirectX11 the final image after quad pass is zoomed in comparing to the final image of local rtt.
For you reference:
Final image of local rtt:
Final image after copying the rtt into a quad:
This .compositor script i used for this:
Code: Select all
compositor_node QuadTest
{
in 0 rt_renderwindow
texture sample_rtt target_width target_height PFG_RGBA8_UNORM_SRGB msaa_auto
target sample_rtt
{
pass clear
{
colour_value 0.1 0.1 0.1
}
pass render_scene
{
rq_first 1
rq_last max
}
}
target rt_renderwindow
{
pass render_quad
{
load
{
all dont_care
}
store
{
depth dont_care
stencil dont_care
}
material CopyAndRenderTexMat
input 0 sample_rtt
}
}
}
CopAndRenderTexMat .material script:
Code: Select all
material CopyAndRenderTexMat
{
technique
{
pass
{
depth_check off
depth_write off
cull_hardware none
vertex_program_ref quad_vs
{
}
fragment_program_ref CopyAndRenderTex_ps
{
}
texture_unit
{
filtering none
tex_address_mode clamp
}
}
}
}
The vertex and fragment shaders i used are the ones that are written for Ogre/Copy/4xFP32 material.