Using graphics.DrawMeshNow to update a render texture
I've been attempting to draw a procedurally generated mesh into a render texture. The mesh is drawn fine for the first frame, but subsequent calls of drawMeshNow don't have any effect on the render texture. The problem is not on the end of the generated mesh, I've tested that quite extensively.
The issue is the same whether using a renderTexture created from script, or one created manually as an asset and passed in via reference. It updates once and then doesn't respond. I've also tried to use GL.clear. Clearing the color buffer just leaves the texture permanently as the clear color.
I have a feeling this might be a bug, but if anyone has suggestions I'd be glad to give them a try.
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