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Hi Jordan, after some digging I did last week I couldn't find a solution. But I can tell you some things I found:
If I had to guess, this issue has something to do with the depth buffer. Rendering the quad with the frame buffer texture may be messing it up somehow. |
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I added a new package,
engine.postprocesing. Inside, I added thePipelineItemandPostProcessingclasses. I created two shaders which post processing depends on:2d_do_nothing.vertand2d_do_nothing.frag. I also modifiedMainto use a default post processing pipeline.When you run the program, it should look the same, but you can add post processing shaders to change the look.