It seems that with forward pipeline alpha channel is modified during rendering (it is not 1), and that is why you see it as transparent after you add the texture to the scene. You should probably add another shader that sets alpha to 1 and create new pipeline with this new post-processing step, or modify existing shaders. As for deferred - are you using deferred pipeline for both cameras or only for the first one? Maybe there is a collision somewhere in the engine - if you use the same pipeline for both cameras, maybe GBUFFER is not cleared. I do not know the cause, I can only guess.
You can try to profile/debug your graphics with GPUPerfStudio (for AMD cards) or NSight (Nvidia cards). These tools will show you the internal state of OpenGL during rendering steps and will probably help you with finding the cause.
Please post your code here, I'll try to debug it too.
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