Hi everyone !
I would to build a multy pass rendering engine based on scenekit and OpenGL. I saw that with a SCNRenderer I can render the color and depth map of my scene in my own framebuffer.
//load Framebuffers
glGenFramebuffers(1, &myFBO);
glBindFramebuffer(GL_FRAMEBUFFER, myFBO);
geometryBufferDrawBuffer = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, &geometryBufferDrawBuffer);
// Attach textures to framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D, colorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
[scenekitRenderer renderAtTime:currentTime];But I also need to get the normal map. Is there a way to get it ? I tryed to attach a texture to a second color attachement, but I only get the color map. And I can't render the scene with my own shaders.
Thank you for your helps !