> 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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

