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 and skip gl_FragData, 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.
ColorMaskIndexedEXT is exactly what I was looking for.
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.
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