By using the previous code we are going to reduce the texture count of our compositor.
We need a new compositor, this time with only one texture:
compositor Compositor5 { technique { texture scene target_width target_height PF_R8G8B8
Then fill the texture with the rendered scene:
target scene { input previous }
Use this texture as the input texture as well as the output texture:
target scene { pass render_quad { material Ogre3DBeginnersGuide/Comp2 input 0 scene } }
Again, use this texture as input for the final rendering:
target_output { input none pass render_quad { material Ogre3DBeginnersGuide/Comp3 input 0 scene } }
Add the missing parenthesis:
} }
Compile and run the application. The result will be the same, but this time we only use one texture.