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: