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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).
added on the 2016-01-31 14:22:51 by pixtur pixtur
Update: I noticed that a some of the artifacts are caused if the alpha-channel exceeds 1.0.
added on the 2016-01-31 14:32:02 by pixtur pixtur
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 ;)
added on the 2016-01-31 14:51:07 by HellMood HellMood
Clamp alpha in shader. :)
added on the 2016-01-31 16:58:59 by smash smash
Yes. The problems were scattered over all kinds of shaders. Clamping a more of less did the trick. Thanks!
added on the 2016-01-31 17:18:19 by pixtur pixtur

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