Winter091 / Peanut

OpenGL/Dx11 C++ Game Engine
MIT License
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Allow blending and transparency #32

Open Winter091 opened 2 years ago

Winter091 commented 2 years ago

It's very broken now. In OpenGL it's turned off completely, and in DirectX 11 I don't even know yet how it should work

Winter091 commented 2 years ago

Blending is tied to framebuffers, specifically, to color buffers of framebuffer - you can set different blend states for different color buffers

With that in mind, framebuffers abstraction has to be completed before blending functionality. I want blending to look something like void FrameBuffer::SetBlendState(uint32_t colorBufferIndex, const BlendStateSettings& settings)