Add UseAlpha to RenderBuffers for pass-though renderer with alpha channel
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@@ -330,7 +330,8 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
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renderContext.List->SortDrawCalls(renderContext, false, DrawCallsListType::Distortion);
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// Get the light accumulation buffer
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auto tempDesc = GPUTextureDescription::New2D(renderContext.Buffers->GetWidth(), renderContext.Buffers->GetHeight(), LIGHT_BUFFER_FORMAT);
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auto outputFormat = renderContext.Buffers->GetOutputFormat();
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auto tempDesc = GPUTextureDescription::New2D(renderContext.Buffers->GetWidth(), renderContext.Buffers->GetHeight(), outputFormat);
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auto lightBuffer = RenderTargetPool::Get(tempDesc);
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#if USE_EDITOR
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