Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Results 1 to 2 of 2

Thread: Blending and float buffer

  1. #1
    Junior Member Newbie
    Join Date
    Jan 2004
    Location
    Paris
    Posts
    1

    Blending and float buffer

    Hi and happy new year,

    I use a float pixel buffer and render it in a texture. But I also need to add and substract in that buffer. Unfortunately , blending is not allowed (I read it somewhere) for float pixel buffer

    So the pb is : How to add and substract in a float pixel buffer (I use an ATI card 9800))?

    Thanks !

  2. #2
    Senior Member OpenGL Guru
    Join Date
    Mar 2001
    Posts
    2,704

    Re: Blending and float buffer

    You can't blend in floating point surfaces, because there is no hardware that supports it. The work-around, which works unless you need self-blending within a specific mesh, is to map the previous render target to a texture, and add the value of that texture when rendering the next pass into a new float buffer.

    Double-buffered pbuffers are said to make this fairly easy, assuming render-to-texture is supported. And, sad to say, DirectX makes this quite easy. We're all waiting for superbuffers in OpenGL...
    "If you can't afford to do something right,
    you'd better make sure you can afford to do it wrong!"

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •