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I have a graph-based renderer that works by rendering shaders into intermediate textures, and then using those textures as inputs to the next group of shaders. I created a single |
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Actually, since I'm rendering to a bunch of different textures, it stands to reason that I have to create multiple |
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Actually, since I'm rendering to a bunch of different textures, it stands to reason that I have to create multiple
RenderPass
es. So then am I only supposed to create one perCommandEncoder
? Because I notice that when I do a GPU trace using Xcode, only the firstRenderPass
shows up, and I get a black screen :(