The first thing I did was fix the blending issues I was having. You can see the difference below:
No blending:
Blending:
Before resolving the transparency with the full-screen quad, I enable blending. My blending function and equation are:
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
This achieves the effect where final color = alpha*source + (1-alpha)*destination
Have you only tested with a cube thus far? It will be worth testing with a model with a higher depth complexity soon.
ReplyDelete