I use Multiple Render Targets to render my Framebuffer and my Pickingbuffer at the same time. Now I want to implement alpha blending in the Framebuffer. The problem is, when I activate the colors in the pickingbuffer are also use alpha blending and so i cannot identify the picked triangle (i’m using color picking)
Is it possible to activate alpha blending for one framebuffer and deactivate it for another. I know that this is possible with DirectX 10.1
Actually, don’t bother with the extension; it’s a core feature of GL 3.3. glEnablei(GL_BLEND, X), where X is the draw buffer you want to enable blending for.
All buffers with enabled blending will use the same blend parameters, but you can enable or disable blending individually.