I’m back to that work…
That’s my first patch in unreal so I’ve passed a few days just reading the code to understand what interact with what and how… And I need some help.
I don’t understand how UCameraComponent interact with the BasePass.
I’ve read a lot of files like ScreenRendering.h SceneCore.h/cpp ActorComponent.h but I can’t find any way to add a Texture (or a RenderTexture) that a user can see and modify in a UCameraComponent that is read in BasePassPixelShader.usf
It’s like the scene logic (with Actor/Component stuff) is 100% separated from the the renderer (RHI/Shader stuff).
I just wanna call glBindTexture ;__; please help.
PS: A Texture/Player will be a tiny bit heavier on the CPU on OpenGL and DX11 because of the state modification and less flexible but a RenderTexture will burn the bandwidth that you want to save.