Hello,
I want to use two passes on some custom vertices.
What I could not figure out is this scheme:
graphics->SetShaderParameter(…)
graphics->Draw(…)
// How to have the first processed vertices as input on the second draw call?
graphics->SetShaderParameter(…)
graphics->Draw(…)
I don’t want to have dependency on the scene/camera to create a rendertarget.
Is there a way to work on this low level and have the processed data as input on the new draw call?