[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Public WebGL] Premultiplied alpha blending and issues with color accuracy

On 12/05/11 16:30, Ben Vanik wrote:

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)
Actually you can but you have to call glFinish between the writes and the reads.
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).

Do you mean an on-the-fly shader generator?