Im trying to optimize my crude rendering pipeline a bit. I have a couple of offscreen textures that I render to using FBO's (and multiple render targets). Until now they've all been 3 channel textures. Now i want to use 4 channel textures so i can store more in a texture and use less textures overall. But even if i disable blending the RGB values still gets multiplied by the alpha when I render to a 4 channel texture. How do I prevent this from happening? I want the RGBA values that got set as output in the fragment shader to be written to the texture as is with no further calculation.
Thnx in Advance!