Jump to content
  • Advertisement
Sign in to follow this  
necrophilissimo

Clamping alpha / colors when blending (?)

This topic is 4842 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Now how do I clamp alpha and colors when drawing multiple textured quads over each other? I mean when rendering multiple object halos (that are GL_ONE/GL_ONE), if halos are drawn over each other, it results an overbright halo (twice the alpha and colors). How could I clamp those so it wouldn't become overbright, but all overlapped sections would remain max 1.0 alpha and max 1.0 per color? Like I said, my halos are 2D textures rendered as quads in GL_ONE/GL_ONE. Thanx!

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!