I dont know what sh*t i tryed yesterday and the last minutes but now it works with this simple solution
noBlack.RenderTarget[0].BlendEnable = true; noBlack.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; noBlack.RenderTarget[0].DestBlend = D3D11_BLEND_ONE; noBlack.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; noBlack.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; noBlack.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; noBlack.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
how could i be so stupid not try to set all to add if its called "additive" blending.. damn im retarded.
and ur totally right jtippets. now that it is correct additive blending the black disappears without cliping
thank you both very much
p.s: for someone else if he has this problem. preventing the artefacts which comes up with additive blending solution: before drawing the object which uses the additive blending set depth stencil which is like:
D3D11_DEPTH_STENCIL_DESC mirrorDesc;
mirrorDesc.DepthEnable = true;
mirrorDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
mirrorDesc.DepthFunc = D3D11_COMPARISON_LESS;
mirrorDesc.StencilEnable = true;
mirrorDesc.StencilReadMask = 0xff;
mirrorDesc.StencilWriteMask = 0xff;
mirrorDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
mirrorDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
mirrorDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
mirrorDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
and after drawing reset it