Rendering a texture results in a transparent plane in front of it

when running the native simple_gl_app sample.
It seems that the boundaries of the texture being rendered to is very obvious.
unlike the main navigation menu, where it is completely transparent and clear, when I try to render to a texture and display it, I can see it boundaries very clearly and as if some plane, that is kind of transparent is in front of it.

I also noticed that the example uses multi-pass rendering, as it first renders to a texture and renders to it and then bind the default framebuffer.

is this the correct way to do it?
I looked at other examples, they don't seem to suffer this issue such as the hand tracking, but I would like to get more information about this.

Best,
Ali
**Build: B3E.220818.12-R.046-R.420 **:
29:
Windows:

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Hi @a.al-darraji, The simple_gl_app intends to render completely blue and red left and right eyes. The main navigation is not visible at all. Is your question about changing the texture to transparent to see the menu behind it? Thank you.

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