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On Tuesday, November 30, 2004, at 09:37PM, Ben Blundell <email@hidden> wrote: >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? Everything will work in floating-point up until it tries to blend into the framebuffer. Most hardware, save for the very very latest, will not support blending into a floating-point framebuffer. If your framebuffer is not floating-point, then your fragment will be clamped to [0...1] and blended 8bit-componentwise with values ranging [0..255], just like a normal fragment. This will probably just introduce clamping/saturation artefacts. Perhaps this is what you have been seeing? Have you been using floating-point textures, but not a floating-point framebuffer? -- James Milne _______________________________________________ Do not post admin requests to the list. They will be ignored. Mac-opengl mailing list (email@hidden) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/mac-opengl/email@hidden This email sent to email@hidden
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| >Re: Additive Blending on a floating point PBuffer (From: Ben Blundell <email@hidden>) |
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