Spectorjs capture a draw element call that not actually work

Is there any possibility that spectorjs capture a draw element but the draw element actually not running, also the draw element can’t be captured by renderdoc?

As I need to force transparent meshes to render for depthRenderer(like ssr), I need to draw the meshes twice for the depth. What i’m trying to do is draw all the meshes in depth renderer, copy the depthmap using effectRenderer after all opaque meshes is rendered, so drawing the meshes once can get both depth with transparent and without transparent.

However, there is a mesh failed to render its depth to depthmap, but the strange thing is the code runs and it can be captured by spectorjs. The only difference for the mesh is I use setMaterialForRender.

Edit: The problem was solved, there is some shader code in material plugin that reading a texture and computing something not used for depth, I commented these code and it works.
But I was still wonder why the code that will not affect the result causing if the mesh rendered.

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cc @sebavan