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adds multiple targets to the posteffect class#1718

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marauder2k7 wants to merge 4 commits intoTorqueGameEngines:developmentfrom
marauder2k9-torque:PostEffect-multiple-targets
Draft

adds multiple targets to the posteffect class#1718
marauder2k7 wants to merge 4 commits intoTorqueGameEngines:developmentfrom
marauder2k9-torque:PostEffect-multiple-targets

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These changes allows for multiple color targets from a post effect pass.

Also a cleaner layout of the header file. The cpp file will also be reorganized once all the changes have been applied

This is not 100% complete yet as the api still expects 1 target out from a posteffect and will not pass those on to other stages in a posteffect chain but will be adding that soon. This is a working state and everything renders correctly here.

These changes allows for multiple color targets from a post effect pass.

This is not 100% complete yet as the api still expects 1 target out from a posteffect and will not pass those on to other stages in a posteffect chain but will be adding that soon. This is a working state and everything renders correctly here.
@Azaezel Azaezel marked this pull request as draft April 19, 2026 15:04
The changes to pass on the results for each target to the children of that posteffect
this fixes a small issue where dx doesnt like an empty target, if we do target[0] = backbuffer and target[1] = $outTex it was complaining that target[0] was null. When using the backbuffer this would be null because we write to that a different way.
PFXVis few fixes of bugs and what not also allow it to update the names for multiple targets, these would probably need to be multiple windows

Furthermore we can support up to 16 inputs and 4 colour targets, but the pfxvis is limited to 4 inputs and 1 output
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