Dear All,
I’m trying to handle Collada files which contain render textures. The example file I have has the following code
<technique sid="Render_To_Texture_E0_MP_TECH">
<pass sid="RenderToTexture">
<color_target>renderTexture_RenderTarget_Surface</color_target>
<color_clear>0.192157 0.470588 0.176471 0</color_clear>
<depth_clear>1</depth_clear>
<draw>GEOMETRY</draw>
<shader stage="VERTEXPROGRAM">
<compiler_target>110</compiler_target>
<name source="Vertex_Program_E0_P0_VP">main</name>
</shader>
<shader stage="FRAGMENTPROGRAM">
<compiler_target>110</compiler_target>
<name source="Fragment_Program_E0_P0_FP">main</name>
<bind symbol="Base">
<param ref="Base_Sampler"/>
</bind>
</shader>
</pass>
<pass sid="Final_Render">
<shader stage="VERTEXPROGRAM">
<compiler_target>110</compiler_target>
<name source="Vertex_Program_E0_P1_VP">main</name>
</shader>
<shader stage="FRAGMENTPROGRAM">
<compiler_target>110</compiler_target>
<name source="Fragment_Program_E0_P1_FP">main</name>
<bind symbol="Texture0">
<param ref="Texture0_E0_P1_Sampler"/>
</bind>
<bind symbol="Texture1">
<param ref="Texture1_Sampler"/>
</bind>
</shader>
</pass>
</technique>
</profile_GLSL>
<extra>
Now I’m a little confused about the correct way to handle the <draw> </draw> tag. Surely there needs to be some camera information here? Or at least a default camera matrix needs to be assumed somehow. How am I supposed to handle this?
Regards,
Jesse