I'm having trouble with additive blending, Im trying to draw particles onto a black background additively so they build up to white at the center. However a single particle (point) is saturating to white immediately. Any RGB values seem to saturate to 1, this is not what I expected.
Shader output color is: RGBA .5f, .1f, .1f, 1.0f
Clear Color is: 0,0,0,0
No Blending:
[attachment=35984:NoBlend.png]
Blending (GL.BlendFunc(BlendingFactorSrc.One, BlendingFactorDest.One);)
[attachment=35985:PinkBlended.png]
I was not expecting white, I was expecting the same red as the first image.
Am i misunderstanding additive blending? Or am I doing something else wrong? I've hacked my app to pieces trying to solve this.
I've checked the shader output, I can change the colors and it matches up outside of blending.
Blending is enabled, if i use a dark blue background with dark red particles I get pink/purple, its just 100% pin not dark pink.
Im only drawing once, I'm not drawing the same particles on top of themselves several times.
Its not just the particles, the whole scene whites out if I draw it with blending enabled.
I've tried rendering to the backbuffer, an fbo and a multisampled FBO, same thing.
Any other suggestions are welcome.
Thanks,
Arthor.