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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