Help understand glemu blend modes (like GL_ADD) #23129
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ericoporto
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Hi,
I was trying to understand how glemu works for something like GL_ADD
emscripten/src/library_glemu.js
Line 1372 in 1171ada
Afaict it needs, in the case of GL_ADD, use the color of the pixel of the texture and the resulting color of all pixels direct below to be able to calculate the value that pixel should be.
I was trying to understand how this is achieved. The issue I can’t understand is how it samples what is not the current texture, does it flatten all that is below? How does it work? Is there a command that has to be done before to raster everything and push it into a texture (the back buffer?).
If someone could explain this to me it would be helpful, both conceptually and any relevant implementation detail on how this is done.
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