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RenderHooks not working


SpiderPig
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I wanted to talk to you guys about this topic.

In the Vulkan renderer we had a transfer and render hook. I don't see any need for these two hooks anymore. Do you?

What information needs to be passed to the hook? I think everything can be retrieved with functions:

wglGetCurrentContext();
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fbo);

At what point in the renderer should this hook be called? I am thinking after all objects are rendered, before post-processing effects.

Should it be set per-camera instead of per-world perhaps?

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2 hours ago, Josh said:

I wanted to talk to you guys about this topic.

In the Vulkan renderer we had a transfer and render hook. I don't see any need for these two hooks anymore. Do you?

What information needs to be passed to the hook? I think everything can be retrieved with functions:

wglGetCurrentContext();
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fbo);

At what point in the renderer should this hook be called? I am thinking after all objects are rendered, before post-processing effects.

Should it be set per-camera instead of per-world perhaps?

I thought the same. Take a look here: 

and here: 

For the parameters i think the object which calls the hook should be included and an extra field for custom data. The most important thing for me is that it will be possible to get the internal opengl data. (not only the texture ids, but maybe also the buffers etc) .    

As i posted in the first linked thread i would prefer hooks on the way BEFORE / AFTER and also one for the world update and then for the camera. 

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