I have tried to follow the steps you suggested (set OutputTex, render the camera, unbind targets), yet my supposedly-rendered-to-textures come out all black.
I create an empty texture with:
Code:
ResHandle texRes = Horde3D::createTexture2D("NewRenderTexture", 0, 256, 256, true);
This is bound to a camera (the camera uses the forward pipeline that comes with the demos) with:
Code:
Horde3D::setNodeParami(camNode, CameraNodeParams::OutputTex, texRes);
The render-to-texture camera is rendered before the main camera, and finalizeframe is called after the main camera render.
The texture (texRes with name "NewRenderTexture") is referenced in a material file:
Code:
<Material>
<Shader source="shaders/model.shader" />
<Sampler name="albedoMap" map="NewRenderTexture" />
</Material>
Yet the geometry drawn with this material comes out all black. If I render the render-to-texture camera after the main camera, Horde3d switches to the debug renderer.
Any ideas?