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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