-
Ken Martin authored
This way you can render into a Frambuffer Object and then at the last step it does a blit to the outer framebuffer. Typically the screen/window but it could be another FO. Also add a FramebufferDepthPeelingPass that is desgined to work within a framebuffer pass (or similar). This is the only depth peeling that will work on OpenGL ES3 right now.
3a7b6bf9