Hello,
I am looking at using GL_MIN and GL_MAX with FBO to implement the Bucket Depth Peeling algorithm, but am finding that the result of the GLBlendEquation seems to be resulting in a blend to all my attached FBO render targets. Should this be occurring? Does anyone know of example code that uses the MIN/MAX blend equations for separate FBO render targets?
but am finding that the result of the GLBlendEquation seems to be resulting in a blend to all my attached FBO render targets. Should this be occurring?
Yes. Unless you use ARB_draw_buffers_blend, the blend parameters are shared between all render targets attached to the FBO.