Hi Gil, You shouldn't have to actually modify the Material to add in more passes.
What you have to do is edit the fragment shader to have more than 1 color output: e.g: out vec4 fragColor1; out vec4 fragColor2; out vec4 fragColor3; void main() { fragColor1 = color; fragColor2 = color; fragColor3 = color; } By default the declaration order of the output maps to your attachments: first output goes to ColorAttachment0, second output to ColorAttachment1 ... On 8/6/19 6:14 PM, Gil H wrote: > > Thanks Paul. My understanding of how to accomplish that would be to > create an Effect with multiple RenderPasses and then in the framegraph > specify a filter for each pass and the output surface for it. Is that > all? I don’t see anything in the shaders that is specific to the > attachment… is anything needed on that side of things? > > > > Gil > > > > > > *From: *Paul Lemire <paul.lem...@kdab.com> > *Date: *Monday, August 5, 2019 at 2:36 AM > *To: *Gil H <q...@tastytech.ca>, Qt Interest <interest@qt-project.org> > *Subject: *Re: [Interest] Qt3D Multiple color targets not working > > > > Hi Gil, > > I'm pretty sure that's because you are using the PhongMaterial which > only writes to Depth and Color0. You'd need to have your own material > which writes to 3 different outputs to properly populate the 3 color > attachments. > > Paul > > On 8/1/19 7:42 PM, Gil H wrote: > > Hello everyone, I’m sure I’m doing something wrong here, but > basically, I’m trying to render multiple frame graph subtrees into > multiple texture targets, and then draw those as part of the final > scene (kind of like seeing security camera feeds on a few textured > quads). Attached is my minimal test app which shows that only > textures attached to Color0 seem to contain anything. Is it > because the surface is a QWindow? I’ve tried a more complicated > example with an offscreen render surface and an FBO with multiple > color attachments added to it, but the textures I got back from > that were still empty. > > > > Tested this on Mac with Qt 5.13.0. > > > > If anyone is curious about why you would want to do this, I need > to render up to 3 different Qt3D scenes for integration into an > external GL engine. So different camera views and scene sub-trees > need to be drawn onto separate textures each frame. > > > > > > > > > > > > _______________________________________________ > > Interest mailing list > > Interest@qt-project.org <mailto:Interest@qt-project.org> > > https://lists.qt-project.org/listinfo/interest > > -- > Paul Lemire | paul.lem...@kdab.com <mailto:paul.lem...@kdab.com> | Senior > Software Engineer > KDAB (France) S.A.S., a KDAB Group company > Tel: France +33 (0)4 90 84 08 53, http://www.kdab.fr > KDAB - The Qt, C++ and OpenGL Experts > > _______________________________________________ > Interest mailing list > Interest@qt-project.org > https://lists.qt-project.org/listinfo/interest -- Paul Lemire | paul.lem...@kdab.com | Senior Software Engineer KDAB (France) S.A.S., a KDAB Group company Tel: France +33 (0)4 90 84 08 53, http://www.kdab.fr KDAB - The Qt, C++ and OpenGL Experts
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