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Re: [Public WebGL] Proposal for WEBGL_render_to_float

To be more specific, YOU DO NOT BREAK BLENDING PERIOD! just because blendColor might be flakey.

On Sun, Feb 22, 2015 at 9:32 AM, Florian Bösch <pyalot@gmail.com> wrote:
That you don't inflict massive breakage of a feature, which is happily in active use (and working too), because a tiny subset of its use is undefined. 

On Sun, Feb 22, 2015 at 9:27 AM, Mark Callow <khronos@callow.im> wrote:

On Feb 22, 2015, at 5:13 PM, Florian Bösch <pyalot@gmail.com> wrote:

You shan't pour out the baby with the bath. Just because blendColor might be clamped, doesn't mean that blending doesn't work (or would be clamped).

For instance, if you enable blending, and set it to addtive (ONE, ONE), you have an accumulator. If you render to that render target with a floating point texture, this will merrily add unclamped. blendColor doesn't feature in this equation at all. The two most popular blending modes (addtivie and alpha blending) don't consider blendColor. And even if you have an equation configured that does use the blendColor, the result will not be clamped, even though the users specification of the blendColor might be.

I know all this. What exactly is your point?