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Re: [Public WebGL] Premultiplied alpha blending and issues with color accuracy
On 12/05/11 16:30, Ben Vanik wrote:
Actually you can but you have to call glFinish between the writes
and the reads.
I've been doing image manipulation and have had to do the
blending myself in most cases for the same reasons you've
described. It's annoying, as it often requires excessive
ping-ponging of render-targets (you cannot read from/write to
the same texture)
Do you mean an on-the-fly shader generator?
and can slow things down considerably if your pipeline is
long. But unfortunately it's the way things are -- unless you
write an on-the-fly shader compiler (and deal with all the
performance issues that has).