Is it possible to have different blend states with the different render targets bound?
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Posted 14 October 2013 - 12:38 PM
Update: I wrote the previous post not from home where I couldn't test it. I knew I missed something:
D3D11: ERROR: ID3D11Device::CreateBlendState: DestBlend[ 1 ] does not equal DestBlend[ 0 ] and D3D10.1 hardware is not supported. When GetFeatureLevel returns D3D_FEATURE_LEVEL_10_0 or less, any enabled render target blending must use the same blending configuration. [ STATE_CREATION ERROR #213: CREATEBLENDSTATE_INVALIDDESTBLEND ]
Yep, independant blending is is only available for feature level 10.1 or higher.