I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong. I'm new to ...
I'm experiencing a strange problem using OpenGL SampleAlphaToCoverage mode. There are rendering artifacts when using alpha-blending on pixels that have been rendered using alpha-to-coverage - and I ...
I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit, 8 bits each for ...