Custom renderpass in CallbackTrait? #4583
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I'm neither a webgpu nor egui expert. But can't you simply render this using the full wgpu in like another thread, and then render the final result in egui? A decent bit more effort, but i dont see why that would not work, and it'd be arguably more portable. |
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I have gotten this working, and figured I'd post details (since this is the top search result for "egui custom render pass"). In my case, I needed to render images with a depth buffer attached. The solution is basically what @9SMTM6 suggests: render to a texture, then draw that texture in In Then, in You'll need two (or more) pipelines: all of your fancy custom rendering gets done in your custom render pass with fancy pipelines, then the In my case, I needed to create both RGBA and depth textures, but your needs may vary. The RGBA texture should be configured with |
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I have read the custom3d_wgpu example. I now want to extend this example by adding features such as shadows that require multiple render passes.
However, in the parameters of the paint method of
CallbackTrait, there is only the main egui render pass.In this case, how can I implement multiple render passes?
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