On 11/10/2014 at 13:46, xxxxxxxx wrote:
FrozenTarzan, at first (and that's meant for everybody on this forum) please call me Andreas. The account was created for me and as far as I can see, I have no means to correct this. Andreas is my first name and at least from my side, that's enough.
Now, for your questions:
So the whole viewport is replaced/overlayed instead of the region only. I think that this is quite strange because the interactive render region masks the rendering automatically.
I agree, it's strange. On the other hand, I have the feeling, that painting outside the assigned buffer region is something one is not supposed to do. And it is neither documented nor promised, that you get defined results, when doing so.
Don't get me wrong here, I even appreciate to be notified about such anomalies. Most bugs show up, when doing the unexpected. I will report this internally, but I can't make promises, if or when this will be addressed. After all it's not exactly broken.
I simply call SkipRenderProcess and return without writing anything to the rgba buffer
Again, I have the feeling, this is a bit academic. Or do you have such problem, if you process the given buffer region as you are expected to.
Like the issue before, I will forward this internally. Unless you have a valid veto, I might add.
Here is a link to another (actually way more important!) problem of mine:
I can already sense, you won't like my answer on this...
I need to beg for your patience :|
I've read the thread and I see a lot of confusion on the entire MaterialData/ShaderData topic. Unfortunately I'm not in the condition to help you... yet. Need to build up knowledge myself first. I think, we'll discuss this topic in SDK support team, and will see, which is the fastest way to get you going.