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Re: Additive Blending on a floating point PBuffer



Im not so sure about this. I have managed to blend several polygons that have been processed using Cg on a floating point buffer or so it appears. Essentially, the fragment is processed using Cg in order to calculate its addition to the scene. the algorithm is written so is to reduce the "colours" down towards black which it indeed does. However, trying to see all this visually is pretty much impossible so maybe i've been fooled by the output perhaps? So if it cant blend, i wonder what it is actually doing then? Rounding off maybe? Certainly there is a floating point buffer, floating point textures and such like being loaded, but just not blended?

Cheers

Ben
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