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Alundra

Blending without changing the alpha source

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Hi,

I have a GBuffer with RGB = albedo and Alpha = Lighting Model (float converted to int).

The problem is when I render decal the alpha is modified, then I have bad rendering.

http://msdn.microsoft.com/en-us/library/windows/desktop/ff476087%28v=vs.85%29.aspx

The best way to avoid this conflict is to set the RenderTargetWriteMask of D3D11_RENDER_TARGET_BLEND_DESC to only write RGB ?

Thanks for the help

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Yea that's the question, using opengl that's : glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE);

But using Direct3D11 I didn't found a good doc about it, just the blend setup, that's why I asked.

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Yeah, the D3D11 equivalent is:

desc.RenderTargetWriteMask =  D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN | D3D11_COLOR_WRITE_ENABLE_BLUE;

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