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AverageJoeSSU

OpenGL Multiple lights with GL_BLEND or 2 ACC buffers

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I am finishing up a deferred rendering pipeline with post process, HDR, and of course blending multiple lights. An original post i had (which was outside the OpenGL forum naughty me) suggested that i have 2 Accumulation buffers that alternate and add the previous lighting values (ugly). made sense althuogh i found that another guy used GL_BLEND. i've never used it before but i imagine it does the same exact thing!!!! if my acc buffer enabled GL_BLEND i could just write to the pixels like normal?

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I've used both methods, but honestly it's been a while, I'd have to wait until I get home and check out which is more efficient... I'll try to post before tomorrow.

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Awesome thanks!

I looked in the OpenGL SDK 10 from Nvidia, ive been using their xmas tree as a reference and they use GL_BLEND.

It takes the pain out of accommodating for all the cases when doing it the round robin way, which is not something i like to do in a render pipeline anyways.

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I use GL_BLEND and i guess it is faster, as it is part of the hardware capabilities for quite some time (as opposed to the render to texture approach)

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