I need to overwrite depth buffer for Oculus Rift. I looked at sources and found some approaches to do that:
- GetRendererModule().RegisterPostOpaqueRenderDelegate() . But it corrupts depth buffer for left eye even if I do nothing in code only call Register() method.
- GetRendererModule().RegisterOverlayRenderDelegate() . But it says “Texture being set as render target has no RTV” when I call RHICmdList->BeginRenderPass(DepthTexture).
What should I do?