Render Targets and Blend States

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2 comments, last by unbird 10 years, 6 months ago

Hi guys!

Is it possible to have different blend states with the different render targets bound?

Thanks.

-MIGI0027

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/, cuboidzone.wordpress.com/

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Yes, if IndependentBlendEnable is set.

Edit: See update below.

Ahh, just what I needed.

You know, I've always wondered what those render targets meant when creating a blend state, until now. biggrin.png

Thank you.

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/, cuboidzone.wordpress.com/

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.

Cheers

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