0

This is regarding an SSAO buffer. I'm storing the normals in RGB. If I don't put 1.0 in A, it will blend the normals with what's already there as a normal alpha blend operation.

I want to store some additional info in the alpha buffer, and NEVER have it blend-- I want it always to blt the value of the pixel if it passes the z-test with no blending based on the contents of A.

Is it possible to do this with GLES 3.0?

tldr: I want every single pixel write to STAMP the pixel, and never blend based on alpha, always just write whatever values passed the z-test.

(Edit: Forgot to add, I'm already saying glDisable(GL_BLEND) beforehand... it still is blending the pixel, I can't seem to stop it)

Nicol Bolas
  • 449,505
  • 63
  • 781
  • 982
KiraHoneybee
  • 495
  • 3
  • 12
  • 1
    "*I'm already saying glDisable(GL_BLEND) beforehand*" Are you certain of that? Also, how do you know that you're getting "blending" and not something else? – Nicol Bolas Jun 22 '23 at 18:36
  • I'm displaying the resultant texture and I can see the overdrawn objects artifacted in rgb. Is there anything besides GL_BLEND that might be overriding things here? – KiraHoneybee Jun 22 '23 at 18:51
  • Multi-sampling and alpha-to-coverage is about the only thing I can think of. – solidpixel Jun 22 '23 at 19:42
  • Is it possible that your depth test isn't working well and you're seeing draw order or z-fighting artifacts? – Columbo Jun 23 '23 at 16:02
  • I ended up giving up and doing everything a different way. – KiraHoneybee Jun 25 '23 at 20:42

0 Answers0