Reputation: 183
I want to have an offscreen render pass to render multiple shadow maps for different light sources.
The only ways I can think of are either to have a large number of color attachments or recreate the render pass before render the next shadow map.
I believe there is a more efficient way, like dynamic uniform buffers, that allows me to render into multiple targets with one render pass?
Upvotes: 0
Views: 782
Reputation: 26
Upvotes: 1