Hi,
posting some code would prob be best. How are you attaching the colours
to your "facets"? Texture? Shader?
A few things on my checklist normally:
Lighting off
Background
Render order
MRT enabled
gl_FragData in shaders
Texture mode
jp
[email protected] wrote:
Hi,
my card is a Nvidia geforce 8800 gtx:
http://www.nvidia.com/page/8800_tech_specs.html
It say "32-bit per component floating point texture filtering and
blending".
Jonathan
On 2009-05-25 10:26am, "J.P. Delport" <[email protected]> wrote:
> Hi,
>
>
>
> are you sure your hardware supports 32-bit blending? What
card/drivers are you using?
>
>
>
> We've tried identifying the effective resolution of blending on
various cards. I don't have the results handy, will try to get them.
>
>
>
> jp
>
>
>
> [email protected] wrote:
>
>
> Hi, I’m using the osgViewer ::Viewer to perform floating point
rendering in an FBO and I have a problem when blending is enabled. My
blending function is defined by GL_ONE_MINUS_SRC_ALPHA for destination
and GL_ONE for source. The problem occurs when I draw a facet with a
small color in front of a facet with a big color. For example lets define:
>
>
>
> Rd = (0.2, 0.0, 0.0, 1.0) // RGBA
>
> Rs = (6e-9, 0.0, 0.0, 1.0) //RGBA
>
>
>
> In theory I was expecting to get:
>
>
>
> Rd = Rs + (1-As)Rd
>
> Rd = 6e-9 + (1-1)*0.2
>
> Rd = 6e-9 +(0)*0.2 = 6e-9
>
>
>
> but I get1.7920927e-8
>
>
>
> Does someone have an idea what is going on? I currently using the
GL_FLOAT_RGBA32_NV format as internal format of my attached texture. I
have also tried the GL_FLOAT_RGBA16_NV, GL_RGBA32F_ARB, GL_RGBA16F_ARB
and I always get the same kind of results. Tell me if you need part of
my code in order to help me.
>
>
>
>
>
> Thank you
>
> Jonathan
>
>
>
>
>
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