Hi,
thanks for the reply!
I get the undefined part, that makes sense, but what I still don't understand
though: I just specify blending (GL_BLEND on) is on in the nodes. But then if I
do
gl_FragData[0] = vec4(0,0,0,0);
then it doesn't seem to matter anymore what I write to gl_FragData[1[
Hi Bram,
Hi,
thanks for the reply!
I get the undefined part, that makes sense, but what I still don't understand
though: I just specify blending (GL_BLEND on) is on in the nodes. But then if I
do
gl_FragData[0] = vec4(0,0,0,0);
then it doesn't seem to matter anymore what I write to
Also, Do you setup a blendfunction and activate it for the stateset?
No I didn't. The thing is, I made some other shaders for a volume light, and
there I just enabled blending and it worked as I expected. And to clarify what
I mean with that: I thought that normal 'standard' blending
Am 08.11.2013 12:02, schrieb Bram Vaessen:
Also, Do you setup a blendfunction and activate it for the stateset?
No I didn't. The thing is, I made some other shaders for a volume light, and
there I just enabled blending and it worked as I expected. And to clarify what
I mean with that: I
You're mixing up source and destination. Source is the incoming color
(i.e. the color written in the shader), destination the color in the
buffer (i,e, what was already in the target buffer).
you are right, the word destination also makes more sense then :)
I asked this a while ago.
Am 08.11.2013 16:31, schrieb Bram Vaessen:
You still can render to them in separate passes.
1.pass: Render texture to FBO with color buffer1
2.pass: Render water to FBO with color buffer2
3.pass: Combine to result buffer (possibly framebuffer)
hmm yeah interesting... two problems that I would
Hi,
I ran into something weird, or something that I don't know how it works exactly.
What I want to do when rendering to multiple targets is that I selectively
write to certain color buffers in my shader, but leave others alone.
for example
Code:
gl_FragData[3] = vec4(0,1,0,1);
without
Hi Bram,
There is nothing weird about what you are seeing given what you're doing.
Blending with MRT ist always applied to all bound render targets of the
framebuffer object.
If you want to blend only a single buffer, then do a separate pass,
where you blend it.
In case you want to apply
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