In the end the answer is to get the coast as vector data instead of a raster.
The raster is going to be at a fixed map scale and any scale above or below is
going to extrapolate or interpolate the results eventually ending in poor
results because there just isn’t the information needed or too mu
Hello,
I need to build qt5.9.9/iOS dev branch which is due end 2019, but I
cannot wait until that due to
https://bugreports.qt.io/browse/QTBUG-70683
What is the best way to get the sources? Get 5.9.8 and apply the patch,
or somehow getting 5.9.9 dev branch?
Any git commands welcomed
Thanks
Thanks Sean. I had that framegraph set up, but I was trying to use a single
RenderTarget with multiple textures attached for all the rendering, instead of
what ended up working more easily, which was to simply create a separate
RenderTarget for each sub-graph and just attach the textures to col
Thanks, that is helpful to know for the future. What I ended up doing is
finally just use one RenderTarget for each sub-framegraph and different
textures bound to Color0. That is much easier for what I’m trying to do. I
guess I was expecting RenderTargetSelector to have the effect of specifyi
Hi Gil,
With an FBO with multiple textures attached each texture will still have
the same pixels rasterised. You can't draw different cameras and scenes
into each texture at the same time. Well something like that can be done
with some advanced use of the geometry shader but I don't think that
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;
fr