Hi all, I'm trying to implement a Qt3D FrameGraph (QML) that allows for one-shot dispatch of a compute shader. My current approach is to add a ComputeCommand component to my ComputeEntity whenever I want the dispatch to happen. When the compute task is done (i.e. in the next frame) I want to remove the ComputeCommand component again, so that the shader is no longer invoked.
Is that approach reasonable? And is there a signal that is triggered whenever a frame is completed (so that I can remove the ComputeCommand)? Many thanks!
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