Hello, I encountered a limitation and wondered if it is avoidable.
Situation: I have a MultiRenderTarget in which I render my scenery and pick in a later postProcess of the whole scene the depth texture of it:
Wich works well but once I add a post process:
const mainPostProcess = new FxaaPostProcess("fxaa", 1, camera, samples); this.mainTarget.addPostProcess(mainPostProcess);
once the postProcess added the resulting depthTexture is fully white (tested with BW process too, they all blank it)
Is it a technical limitation? Can I avoid depth cleaning? can I hack it?
I’ve read Reusing the depth buffer from the scene rendering
Of course for that purpose I used MultiRenderTarget for that and hope I would be able to use fxaa with it.
Thanks in advance for your help.