Hi guys .
So, with my pipeline I render the albedo, normal, depth ( etc... ) to different individual render targets for each object, then later, I process this information, and generate a result. Now, I'm changing my pipeline a bit, but I've collided with a problem, about the blending of lighting. [ Change: I'm taking the diffuse color into account in the lighting shaders ]
What blending operations could be suitable for this pipeline: (?) [ Not actual code ]
..Render GBuffer .. SetLightingDiffRT(); EnableLBlendMode(); for all directional_lights renderDirLScreenQuad(GBuffer); for all point_lights renderPointLScreenQuad(GBuffer);
So the diffuse color is taken into account in the lighting calculations. Now what I would think of doing would to simply add the colors, with the blending operations, but, I'm not sure whether this is the correct approach...
What I did before worked ok, but, it was more of a hack, and I'd rather avoid it.
What blending operations do you use for this situation? What should I use? ( Could you give me an example? )
Thank you for your time, as always.
Edited by Migi0027, 27 January 2014 - 08:39 AM.