Open wddl opened 7 months ago
What are you trying to achieve?
@romainguy I am trying rendering point cloud with 'Gaussian splatting' method. The blending mode for this algorithm is gl.blendFuncSeparate( gl.ONE_MINUS_DST_ALPHA, gl.ONE, gl.ONE_MINUS_DST_ALPHA, gl.ONE, );, but the engine does not have this option."
Is your feature request related to a problem? Please describe. The blending mode of custom material I need is specified as follows:
mRasterState.blendFunctionSrcRGB = BlendFunction::ONE_MINUS_DST_ALPHA; mRasterState.blendFunctionSrcAlpha = BlendFunction::ONE_MINUS_DST_ALPHA; mRasterState.blendFunctionDstRGB = BlendFunction::ONE; mRasterState.blendFunctionDstAlpha = BlendFunction::ONE;
However, the engine's default blending mode does not have this option. The default settings are:mRasterState.blendFunctionSrcRGB = BlendFunction::ONE; mRasterState.blendFunctionSrcAlpha = BlendFunction::ONE; mRasterState.blendFunctionDstRGB = BlendFunction::ONE_MINUS_SRC_ALPHA; mRasterState.blendFunctionDstAlpha = BlendFunction::ONE_MINUS_SRC_ALPHA; mRasterState.depthWrite = false;
When I modify the source code to use the required mode, the image displays as a black screen and does not render correctly. Could you please advise on how to proceed?Describe the solution you'd like can support the blend mode set to
mRasterState.blendFunctionSrcRGB = BlendFunction::ONE_MINUS_DST_ALPHA; mRasterState.blendFunctionSrcAlpha = BlendFunction::ONE_MINUS_DST_ALPHA; mRasterState.blendFunctionDstRGB = BlendFunction::ONE; mRasterState.blendFunctionDstAlpha = BlendFunction::ONE;
Describe alternatives you've considered How to modify the source code to support the above blending mode?
OS and backend