Hi all,
I would like to write to a Multi Render Target FBOViewport using a
Multipass Material. The texture attached to the FBO are rectangular
texture (not clamped beetween 0-1). I am using a simple blending
function (BlendChunk) for merging single pass result:
//setup blendChunk
beginEditCP(_blendChunk);
_blendChunk->setSrcFactor(GL_ONE);
_blendChunk->setDestFactor(GL_ONE);
_blendChunk->setEquation(GL_FUNC_ADD);
endEditCP(_blendChunk);
and each ChunkMaterial of the Multipass Material share the same _blendChunk.
The output seems to be clamped beetwen [0 - 1]. Am i doing something
wrong? Should i set manually that the blend function is working on
rectangular value (i do not what them to be clamped)?
Thanks.
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