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Re: Additive Blending on a floating point PBuffer



While it may not be possible to use the OpenGL blending functions, what is to prevent you
from reading in two floatingn point textures into Cg and adding them yourself?


 Gordon



James Milne wrote:


On Tuesday, November 30, 2004, at 07:55PM, Ben Blundell <email@hidden> wrote:



Hiya All. Im working on moving an intensive algorithm to work on the GPU. I need to blend several polygons with floating point textures additively. Ideally if 2 polygons were covered in a texture with 0.5f as the colour, the resulting polygon would be 1.0f. Fairly simple i figured. However, i need to modify these values using Cg or some shader language. So far it "appears" that the Cg bit is doing its job. However, the results are not quite what i'd expected. I just wondered, is it possible to do floating point additive blending on the PBuffer using the Radeon 9700 inside a powerbook G4?



No.

Nothing short of a GeForce 6800 can do blending of floating point fragments.

A 9700 Mobility (as you have) certainly can't.

--
James Milne
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References: 
 >Additive Blending on a floating point PBuffer (From: Ben Blundell <email@hidden>)
 >Re: Additive Blending on a floating point PBuffer (From: James Milne <email@hidden>)



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