On Sat, Nov 24, 2012 at 7:52 AM, Jack <[email protected]> wrote:
> > >> Seriously, as Chris says it's better to use shaders now, it's more > >> flexible. > > i do not agree. > > using shader, how would you do : > > GL_ONE_MINUS_SRC_COLOR > > you need the source color. a readback is not an option. > In my mind i was thinking about textures operations with the use of two > framebuffers if you need to capture the scene. > With this solution, you can determine the source and destination in your > fragment shader (as glBlendFunc) then operate on destination something > equivalent to GL_ONE_MINUS_SRC_COLOR, or i miss something and i am wrong ? > If this solution is OK, you needn't readback... > > That is essentially what recent GPUs do internally for blending anyway. There hasn't been a fixed function hardware pixel pipeline for some time now. It is more complicated to do for simple geometry in a GEM patch, as Cyrille points out so it's good to have the 'old' way for that.
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