Add UseAlpha to RenderBuffers for pass-though renderer with alpha channel

This commit is contained in:
Wojtek Figat
2022-08-01 22:58:22 +02:00
parent fe1cab6a7f
commit a6e9abfceb
14 changed files with 136 additions and 107 deletions

View File

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