Hi JP

For now I Initialize a texture with the value A, in the shader I put the
value B and I would like to have a the end in the texture the max blending
between the value A and B.

Lets do an example:

I create an texture Tex initialized with color red (1,0,0,1)

I attach my texture to a camera Camera->attach(osg::Camera::COLOR_BUFFER0,
Tex);

I use a shader witch do this treatment: gl_FragData[0] =
vec4(0.0,1.0,0.0,1.0);

And I would like have a yellow (1.0,1.0,0.0,1.0) texture at the end of the
treatment.

For now using an osg::BlendEquation with RGBA_MAX blending, I have if I
define a clearColor to my camera the blending between this clearColor and
the color use in the shader. I think this is normal because the
blendEquation define how the blending is doing between the color previously
in the frame buffer and the added color. But it's not what i want I would
like to have the blending between the color previously in the texture and
the added color.

Thanks for your help

Clement

2010/1/7 J.P. Delport <[email protected]>

> Hi Clement,
>
> could you explain a bit more what you expect and what you are getting? Do
> you want to blend between the different textures (AFAIK you cannot do this
> unless you do another pass)? Are you expecting max, but getting average?
>
> jp
>
> clement vidal wrote:
>
>>
>> Hi,
>>
>> I have a problem with BlendEquations and shaders. That is the situation:
>>
>> I attach several textures to my camera using COLOR_BUFFER0,
>> COLOR_BUFFER1, ...
>> I use a shader to make the rendering into this textures.
>>
>> There is some values in this textures and i would like to use a max
>> blending between the value wich are already in and the values i affect in
>> the shader.
>>
>> When I define an osg::BlendEquation with RGBA_MAX blending, i have the
>> blend result between the value in the frame buffer (background color or
>> ClearColor ) and the value in the shader.
>>
>> What I do wrong? Somebody have a idea?
>>
>> Thanks for helping
>>
>>
>> ------------------------------------------------------------------------
>>
>>
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