I'm implementing direct volume rendering engine with volume bricking, but I'm stuck with this problem:
For each volume brick I render to color render target [CRT] (for visualization) and to data render target [DRT] (used for isosurface object picking). DRT is of the DXGI_FORMAT_R16G16_SINT format. All works fine and smooth except wrong handling of blending DRTs of multiple volume bricks together. Closer brick always occludes further brick DRT.
Here are the pictures to illustrate my point (if the object has proper DRT data it's outlined - as you can se in the highlighted area, there are objects/parts with no data)
Could somebody please give me a tip, how to handle this? Of course I could always render every brick to separate DRT and write own shader to merge them properly, but isn't there a way of only properly setting blending modes?
(now I'm rendering with blending disabled for DRTs)