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What problem does this solve or what need does it fill?
Rendering in resolutions other than the swap chains' one.
This is needed for e.g. pixel art renderings.
What solution would you like?
I guess the most intuitive solution is rendering to an intermediate texture and then rendering that to the screen.
What alternative(s) have you considered?
Additional context
I have taken a look at it myself. But unfortunatelly I am still massively uncertain how the renderer will evolve - iirc it is currently sync, but will get async - Will a node edge from main_pass_driver garantuee the subgraphs to be completed before the appended node? Is a node even the proper way to include this functionality?
Furthermore, rendering to a texture depends on an implementation of RenderTargets and maybe this is intended to be solved by Viewports..?
The text was updated successfully, but these errors were encountered:
What problem does this solve or what need does it fill?
Rendering in resolutions other than the swap chains' one.
This is needed for e.g. pixel art renderings.
What solution would you like?
I guess the most intuitive solution is rendering to an intermediate texture and then rendering that to the screen.
What alternative(s) have you considered?
Additional context
I have taken a look at it myself. But unfortunatelly I am still massively uncertain how the renderer will evolve - iirc it is currently sync, but will get async - Will a node edge from main_pass_driver garantuee the subgraphs to be completed before the appended node? Is a node even the proper way to include this functionality?
Furthermore, rendering to a texture depends on an implementation of RenderTargets and maybe this is intended to be solved by Viewports..?
The text was updated successfully, but these errors were encountered: