this scene is made up of three passes - an initial depth/ambience pass and two lighting passes.
i run this on a gf7800gt. if i render the scene to a fixed-point framebuffer, everything looks fine. if i switch to 16bit floating point, however, some parts are much too dark. i’m not sure if my card is supposed to handle blending in floating point fbo’s (correctly/at all), but it seems to work at least for the lighting passes…
if it’s not, how else can i apply post-processing effects like bloom to my multi-pass based renderer?!
GL_RGBA:
GL_RGBA_FLOAT_16:
the final image is rendered by drawing a full-screen quad with this shader:
varying vec2 v_Coordinates;
uniform sampler2D u_DiffuseAlphaTexture;
void main()
{
gl_FragColor = texture2D( u_DiffuseAlphaTexture, v_Coordinates );
}
thanks in advance!
edit: yes, all blending operations are done when the fbo is active.