Hi, We write to all the channels and there doesn't seem to be any trouble. But be carefull, if u write to the alpha channel and blending is on, it will use these values. Can't you write your data into other channel or to a separate image (another attachment like COLOR_BUFFER1. in the shader it becomes gl_FragData[i] where 'i' is the index of the color buffer you want to set).
Guy. >OK, but I'm talking about a pre-render pass to an FBO though. The FBO is >attached to an RGBA texture, and we want to be able to store some data >in the alpha channel... So we want what we write to gl_FragColor.a to >make it into the texture directly. Is there a way to do that? Never used FBO, but guessing it simply switches the destination address, and the pipeline still operates the same way (??). _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

