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

On Fri, May 11, 2012 at 10:24 AM, Rik Cabanier <cabanier@gmail.com> wrote:
What do you mean with texture ping-pong? Is it creating extra textures to hold intermediate values?
You usually do that with 2 textures and it works like this:
a = your current drawing
b = the current render target attached to an FBO

1. copy a to b by way of screen quad copy sourcing from a
2. draw what you want to add, sourcing from a and from whatever source you need to draw, using your custom blending equation, still outputting to b
3. swap a and b