I am new to Irrlicht. this is my first post.
I am using the prerelease 1.9 on iOS. I managed to have it work, even with my own simple diffuse light shader. Then I decided to write my own SSAO shader. I followed tutorial 13 (Render To Texture) to create a texture as rendering target. However after adding the following line
Code: Select all
_rt = _pIrrDriver->addRenderTargetTexture(irr::core::dimension2du(480, 320),
"RTT1");
I am guessing this is something related to a FBO which is created and bind somewhere inside this function.I looked the code and it looks like by the end of the function driver binds back to NULL so the original rendering target should be used.
I couldn't figure out what went wrong, needs some hint here.
Thanks,
gtimworks