Archive 17/01/2023.

Adding a RenderPath Command to Urho render

dev4fun

Hey, Im integrating the Urho3D as a library to my old game, and so far, I’m having success.

My game render uses transformed vertex (rhw) with DrawPrimitiveUP (Directx 9). So, while I dont upgrade all render to urho correctly (using vb and ib, projection etc) I want to keep using my game render working together the Urho render.

For now, Im rendering my game after E_ENDALLVIEWSRENDER urho event, works good, but that’s not what I want. I want to put my render on a renderpath (yet using transformed vertices, rhw, drawprimitiveup etc), like any other thing, this way I can use PostProcess correctly etcc.

I have no idea how I could make it, someone have?

Thanks.

Eugene

There’s render path sendevent command that allows you to run arbitrary code in arbitrary place of rendering. Is it what you want to achieve?

Alan

I could never get this to work:

RenderPath * rp = viewport->GetRenderPath();
auto rpc = RenderPathCommand();
rpc.type_ = CMD_SENDEVENT;
rpc.enabled_ = true;
rp->AddCommand(rpc);
SubscribeToEvent(E_RENDERPATHEVENT, URHO3D_HANDLER(SomeClass, SomeFunc));
dev4fun

I think so. I want to integrate my render code inside to Urho render. So i believe I need to put this on renderpath.

dev4fun

Some special reason? ll try it anyway, thanks.