I was wondering if anyone had code/references on detecting when the R G B channels are about to overflow (bitwise) when doing accumulations? Right now I am rendering many >>100 textures on a single polygon Each texture is projected at a different angle onto the polygon. My interest is in the accumulation of all my projections together. However, I am seeing banding occur in my final image due to overflow of the color buffers.
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Is there a way to know how many bits I have per channel? Can this be set explicitly?
If so how? -
Is there a way to know when the channel may overflow ?
Thanks