I’ve had the above applied to both buffers and just now added a line to apply it to base.win as well.
No change.
After googling I found “clearDeleteFlag()” and applied it to the buffers … no change.
I’m not sure how to properly use GraphicsOutput or GraphicsWindow for this … sorry.
Is there any other way? I’d like to only render the first pass when needed, instead of every frame.
I thought using discard seemed straight forward, as it wouldn’t write to the texture.
If you wish to skip an intermediate step, you could just call setActive(False) on the buffer in question. That way, the buffer will stop rendering entirely. Is this what you’re after?
clearDeleteFlag does something completely unrelated; it is not what you are looking for.