Can some gl_FragData info be skipped?

I have a deferred renderer implemented.

The color texture is bound to the first gl_FragData slot (0).

The normal data is bound the the second.

Is it possible to only write to gl_FragData[0] and skip gl_FragData[1], leaving it as-is? This would be used for transparency or decals, which would only affect the color, and would not affect the depth or normal.

You could use separate color masks to achieve this.

ColorMaskIndexedEXT is exactly what I was looking for. :smiley:

Thanks! This is perfect for decals, too.

Wonderful extension. Fits in perfectly to my renderer. GEForce 8+ only and requires a completely separate rendering approach for transparency for ATI cards and GE Force 7s. :frowning:

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