title: How to properly Apply Post processing effects when you have multiple cameras?
body: <p>Hi I am having so much trouble in applying post effects when you have 3 cameras active in one frame. </p>
  
  <p>First camera - which renders game play section of the game.
  Second Camera - GUI layer.
  Third Camera - Back Ground and animations.</p>
  
  <p>Here I am trying to apply post processing effects like blur and bloom on the first camera, Which works fine but here comes the issue while post effects are enabled GUI, Back Ground animations are not visible but i am sure they are drawn. 
  And if I give all the cameras as input render targets then i can see all the objects in that scene.</p>
  
  <p>Not sure why this is happening can anyone please explain me what could be the reason thank you.
  Here I am Adding the Opengl Call log to see what exactly i am doing. </p>
  
  <p>Problem is at Stats_layer and HudPage_layer they are not displayed after the post effects are enabled.</p>
  
  <pre><code> Marker: SceneBegin: ClearCamera
  
  
  glBindFramebufferEXT(GL_FRAMEBUFFER, 2) 
  glClearColor(0, 0, 0, 1) 
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) 
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, {1}) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glMatrixMode(GL_PROJECTION) 
  glLoadMatrixf({2.7457316, 0, 0, 0} {0, 0, 1.0001999, 1} {0, 1.8304877, 0, 0} {0, 0, -0.20001999, 0}) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  
  Marker: RenderGroup: ClearCamera - Opaque
  
  Marker: RenderGroup: ClearCamera - Immediate
  
  Marker: RenderGroup: ClearCamera - Transparent
  
  Marker: RenderGroup: ClearCamera - Overlay
  
  Marker: PostProcess: PMaterial_GodRays_RadialBlur__2
  
  
  glBindFramebufferEXT(GL_FRAMEBUFFER, 2) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glMatrixMode(GL_PROJECTION) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glColor4f(0, 0, 0, 1) 
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, {0, 0, 0, 1}) 
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, {0, 0, 0, 1}) 
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, {0, 0, 0, 1}) 
  glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0) 
  glActiveTexture(GL_TEXTURE0) 
  glDisable(GL_TEXTURE_2D) 
  glBindTexture(GL_TEXTURE_2D, 0) 
  glMatrixMode(GL_TEXTURE) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glUniform2fv(0, 1, {0.5, 0.49836433}) 
  glUniform1fv(1, 1, {0.050000001}) 
  glActiveTexture(GL_TEXTURE1) 
  glBindTexture(GL_TEXTURE_2D, 88) [Context 1 - Texture 88: Context 1 - Texture 88] 
  glUniform1i(2, 1) 
  glBindBuffer(GL_ARRAY_BUFFER, 163) 
  glEnableClientState(GL_VERTEX_ARRAY) 
  glVertexPointer(3, GL_FLOAT, 32, 0x00000000) 
  glEnableClientState(GL_NORMAL_ARRAY) 
  glNormalPointer(GL_FLOAT, 32, 0x0000000C) 
  glClientActiveTexture(GL_TEXTURE0) 
  glEnableClientState(GL_TEXTURE_COORD_ARRAY) 
  glTexCoordPointer(2, GL_FLOAT, 32, 0x00000018) 
  glEnableVertexAttribArray(0) 
  glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 32, 0x00000000) 
  glEnableVertexAttribArray(1) 
  glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 32, 0x00000018) 
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 164) 
  glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0x00000000) 
  glDisableClientState(GL_VERTEX_ARRAY) 
  glDisableClientState(GL_NORMAL_ARRAY) 
  glClientActiveTexture(GL_TEXTURE0) 
  glDisableClientState(GL_TEXTURE_COORD_ARRAY) 
  glDisableVertexAttribArray(0) 
  glDisableVertexAttribArray(1) 
  
  Marker: SceneBegin: ClearCamera
  
  glBindFramebufferEXT(GL_FRAMEBUFFER, 3) 
  glClearColor(0, 0, 0, 1) 
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) 
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, {1}) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glMatrixMode(GL_PROJECTION) 
  glLoadMatrixf({2.7457316, 0, 0, 0} {0, 0, 1.0001999, 1} {0, 1.8304877, 0, 0} {0, 0, -0.20001999, 0}) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  
  
  Marker: RenderGroup: ClearCamera - Opaque
  
  Marker: RenderGroup: ClearCamera - Immediate
  
  Marker: RenderGroup: ClearCamera - Transparent
  
  Marker: RenderGroup: ClearCamera - Overlay
  
  Marker: PostProcess: PMaterial_GodRays_RadialBlur__3
  
  
  glBindFramebufferEXT(GL_FRAMEBUFFER, 3) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glMatrixMode(GL_PROJECTION) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glColor4f(0, 0, 0, 1) 
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, {0, 0, 0, 1}) 
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, {0, 0, 0, 1}) 
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, {0, 0, 0, 1}) 
  glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0) 
  glActiveTexture(GL_TEXTURE0) 
  glDisable(GL_TEXTURE_2D) 
  glBindTexture(GL_TEXTURE_2D, 0) 
  glMatrixMode(GL_TEXTURE) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glUniform2fv(0, 1, {0.5, 0.49836433}) 
  glUniform1fv(1, 1, {0.1}) 
  glActiveTexture(GL_TEXTURE1) 
  glBindTexture(GL_TEXTURE_2D, 87) [Context 1 - Texture 87: Context 1 - Texture 87] 
  glUniform1i(2, 1) 
  glBindBuffer(GL_ARRAY_BUFFER, 163) 
  glEnableClientState(GL_VERTEX_ARRAY) 
  glVertexPointer(3, GL_FLOAT, 32, 0x00000000) 
  glEnableClientState(GL_NORMAL_ARRAY) 
  glNormalPointer(GL_FLOAT, 32, 0x0000000C) 
  glClientActiveTexture(GL_TEXTURE0) 
  glEnableClientState(GL_TEXTURE_COORD_ARRAY) 
  glTexCoordPointer(2, GL_FLOAT, 32, 0x00000018) 
  glEnableVertexAttribArray(0) 
  glVertexAttribPointer(0, 3, GL_FLOAT, FALSE, 32, 0x00000000) 
  glEnableVertexAttribArray(1) 
  glVertexAttribPointer(1, 2, GL_FLOAT, FALSE, 32, 0x00000018) 
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 164) 
  glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0x00000000) 
  glDisableClientState(GL_VERTEX_ARRAY) 
  glDisableClientState(GL_NORMAL_ARRAY) 
  glClientActiveTexture(GL_TEXTURE0) 
  glDisableClientState(GL_TEXTURE_COORD_ARRAY) 
  glDisableVertexAttribArray(0) 
  glDisableVertexAttribArray(1) 
  
  
  Marker: SceneBegin: STATS_LAYER
  
  wglMakeCurrent(0x8C0119F2, 0x00010000) 
  glBindFramebufferEXT(GL_FRAMEBUFFER, 0) 
  glViewport(0, 0, 640, 960) 
  glScissor(0, 0, 640, 960) 
  glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) 
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, {1}) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glMatrixMode(GL_PROJECTION) 
  glLoadMatrixf({1, 0, 0, 0} {0, 0, 0.0066666668, 0} {0, 0.66666669, 0, 0} {0, 0, -0.33333334, 1}) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  
  
  Marker: RenderGroup: STATS_LAYER - Opaque
  Marker: RenderGroup: STATS_LAYER - Immediate
  Marker: RenderGroup: STATS_LAYER - Transparent
  Marker: RenderGroup: STATS_LAYER - Overlay
  Marker: SceneBegin: HUDPAGE_LAYER
  
  wglMakeCurrent(0x8C0119F2, 0x00010000) 
  glBindFramebufferEXT(GL_FRAMEBUFFER, 0) 
  glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) 
  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, {1}) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  glMatrixMode(GL_PROJECTION) 
  glLoadMatrixf({1, 0, 0, 0} {0, 0, 0.0066666668, 0} {0, 0.66666669, 0, 0} {0, 0, -0.33333334, 1}) 
  glMatrixMode(GL_MODELVIEW) 
  glLoadMatrixf({1, 0, 0, 0} {0, 1, 0, 0} {0, 0, 1, 0} {0, 0, 0, 1}) 
  
  
  Marker: RenderGroup: HUDPAGE_LAYER - Opaque
  Marker: RenderGroup: HUDPAGE_LAYER - Immediate
  Marker: RenderGroup: HUDPAGE_LAYER - Transparent
  </code></pre>