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FBO + Accumulation buffer support?

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Hi, I'm using FBO for multiple lights simulation in Geforce 8800 GTX. Does FBO supports accumulation buffer? It used to support only at normal framebuffer not in 32bit floating point FBO a year ago. I know a blending function can simluate the accumulation but I'd rather use accumulation buffer. Many thanks for any comments.

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It works. Geforce 8800 supports that format. You probably would want to scale down the values that you are adding up. For example, in your shader you can do
gl_FragColor = total * 0.3;

and also setup the additive blending
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);

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Also, doesn't work doesn't mean anything. Do you get errors? Corrupted textures? Black textures? Something? Also posting testing code is useful :)

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This topic is 3193 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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