Qt3D: RenderCapture and depth buffer
dzimiwine last edited by
I am implementing a GPU-based pick service for my game editor. Qt3D CPU-based picking support is not working well with some of my shaders (especially my geometry shaders). For that, I use a render pass where I render pickable objects with specific flat color associated to their pick id and then capture the color output texture using QRenderCapture. I also need to capture the depth texture (i will deal with the normals later) but I do not know how. I hope that I do not need another dummy pass just to render the depth as color.
Do you have an idea how to do it?
dzimiwine last edited by dzimiwine
FYI, I have opened a suggestion issue, which has been approved: https://bugreports.qt.io/browse/QTBUG-65155