17 void beforeRender(
Engine& engine, uint8_t pass)
override;
18 void afterRender(
Engine& engine, uint8_t pass)
override {}
20 gl::FBO* FBO() {
return &m_sceneFBO; }
22 gl::Texture2D* depthMap() {
return &m_depthMap; }
23 gl::Texture2D* color() {
return &m_opaque; }
28 gl::Texture2D m_opaque;
29 gl::Texture2D m_depthMap;