> You're mixing up source and destination. Source is the incoming color 
> (i.e. the color written in the shader), destination the color in the 
> buffer (i,e, what was already in the target buffer).


you are right, the word destination also makes more sense then :)


> I asked this a while ago. There is no function prototype, so it has to 
> be added to the extensions somehow I guess....


I got this in a respons on the open gl forums: "If you don't need real blending 
for the buffers you do want to write to, you can simply enable and disable 
blending for each buffer (requires EXT_draw_buffers2, or GL3.0)"

is that the extension? or actually that seems like it's only about disabling 
certain buffers (which would be great for my purpose)


> If I got this correctly, you have your terrain-buffer in one texture and 
> your water result in another. hen you don't need hw-blending to combine 
> them. 

No and yes, indeed I do not need or use any Hw blending in the final shader, I 
just use mix() etc. in that shader, that is no problem.
But I don't have the writing to seperate buffers working yet, as I described 
above, but it might be just that I need to activate the correct blending mode 
for all buffers as you said, and use a vec(0,0,0,0) as output when I want to 
leave a buffer as is.



> But seriously, this seems a lot to swallow given your just starting to 
> use OSG/OpenGL. Start off with a simpler example to get the blending 
> things right ;-)


I know what you mean, I do tend to disable almost all stuff in the shaders when 
I start working with something new, so I experiment with very simple shaders to 
investigate what is exactly happening :)

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57144#57144





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