{
// For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
Render::TextureFrameBuffer* textureFrameBuffer = static_cast<Render::TextureFrameBuffer*>( instruction.mFrameBuffer );
- mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId() );
+ for (unsigned int i0 = 0, i1 = textureFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
+ {
+ mImpl->textureDependencyList.PushBack( textureFrameBuffer->GetTextureId(i0) );
+ }
}
}
else