Blendstate and 16bit RGB RenderTargets
category: code [glöplog]
Hello Internet,
I'm tinkering around with the R16G16B16A16_Float image-buffer format. Everything seems to work fine besides some undesired results when enabling BlendState and rgb-values exceeding 1.0. Although these problems are somehow understandable, I'm curious to hear if there are any recommendations on how to combine...
HDR-rendering (I.e. with non-normalized rgba-buffers)
...with...
Alpha-Blending (particle textures, lens-flares, and such).
I'm tinkering around with the R16G16B16A16_Float image-buffer format. Everything seems to work fine besides some undesired results when enabling BlendState and rgb-values exceeding 1.0. Although these problems are somehow understandable, I'm curious to hear if there are any recommendations on how to combine...
HDR-rendering (I.e. with non-normalized rgba-buffers)
...with...
Alpha-Blending (particle textures, lens-flares, and such).
Update: I noticed that a some of the artifacts are caused if the alpha-channel exceeds 1.0.
I encountered similar problems while coding Particle Party, my only general solution was to not fuck around with obviously counterintuively implemented blending functions, i.e. using g.blendFunc(g.SRC_ALPHA,g.ONE) and keeping everything in [0,1]. Not satisfying at all, i know ;)
Clamp alpha in shader. :)
Yes. The problems were scattered over all kinds of shaders. Clamping a more of less did the trick. Thanks!