Separate blending modes per render target in jit.gl.node?


    May 02 2020 | 1:25 pm
    Hello, Is it possible to somehow use separate blending modes per render target in jit.gl.node? So for instance with "jit.gl.node @capture 2" I'd have one output where every rendered object completely overwrites the previous one, and another where all pixel values are summed.
    !t

    • May 04 2020 | 1:56 pm
      Giving this a bump just to be sure, but the silence seems to confirm my suspicion that the answer is "no". Barring any surprise answers I'll let this post silently disappear into the depths of this forum, to be remembered by no one but it's creator. Farewell, my little post.
    • May 07 2020 | 2:50 pm
      hey Tarik. I think your only options to control how fragments are blended with previous fragments are to disable depth enable blending, and control via @blend_mode or @blend attributes: https://stackoverflow.com/questions/11633950/opengl-blend-modes-vs-shader-blending
      [edit] - and yes, I don't think there's a way to do that per output target
    • May 08 2020 | 4:07 pm
      ah yes, thanks for that [edit] bit - that's what I meant indeed - how to change this per output target. And the link you sent states that "blending requires sampling the destination framebuffer before modifying it, which isn't something that can be done on current hardware". Fortunately, this isn't true anymore as we explored here... so I'll simply be doing ALL my blending myself from now on by reading from the target textures. Weirdly, I've experienced that I can do this at almost no cost to the fps, even if I'm doing this with 6 render targets simultaneously