<div dir="ltr"><div class="gmail_default" style="font-family:tahoma,sans-serif">Hi all,</div><div class="gmail_default" style="font-family:tahoma,sans-serif"><br></div><div class="gmail_default" style="font-family:tahoma,sans-serif">I'm facing an issue when using multiple cameras and different threading models.</div><div class="gmail_default" style="font-family:tahoma,sans-serif">In my scene I have a slave camera which renders to a texture (using FBO + texture attachment) in PRE_RENDER order; the texture is then attached to a geometry which in turns is rendered by the main viewer camera. </div><div class="gmail_default" style="font-family:tahoma,sans-serif">I have verified that both cameras' view matrices are updated consistently during the same frame update traversal (as they are linked one another).</div><div class="gmail_default" style="font-family:tahoma,sans-serif"><br></div><div class="gmail_default" style="font-family:tahoma,sans-serif">When I run this setup with SingleThreaded model, everything works as expected. </div><div class="gmail_default" style="font-family:tahoma,sans-serif"><br></div><div class="gmail_default" style="font-family:tahoma,sans-serif">If I run it with DrawThreadPerContext (default on Windows), there is a one-frame delay of the RTT camera result, meaning that during frame N the main camera sees the render result of frame N-1 in the FBO camera texture attachment.</div><div class="gmail_default" style="font-family:tahoma,sans-serif"><br></div><div class="gmail_default" style="font-family:tahoma,sans-serif">I don't think this is an expected behavior.</div><div class="gmail_default" style="font-family:tahoma,sans-serif">Is there a way to fix the issue without switching to SingleThreaded mode?</div><div class="gmail_default" style="font-family:tahoma,sans-serif"><br></div><div class="gmail_default" style="font-family:tahoma,sans-serif">Thank you,</div><div class="gmail_default" style="font-family:tahoma,sans-serif">Riccardo</div></div>
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