OpenGL : Keeping alpha in a render buffer
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Cyan
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Published on 2012-11-30T23:44:15Z
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2012/12/01
11:26 UTC
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In my current task, i need to render a texture into a render buffer, in order to work on it (apply special filters) there. The result is then considered a "new texture", which is later displayed.
This works fine, except when the texture contains some transparent/semi-transparent parts.
My current guess it that, within the render buffer, the texture is "merged" with a kind of "grey background". In this case, it obviously impacts the R,G,B color components of transparent pixels. I've yet to find a way around this.
Even manually assigning alpha after the rendering process doesn't save the day for semi-transparent pixels, which RGB are "tainted" by the grey background.
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