Details
-
Technical task
-
Resolution: Won't Do
-
P2: Important
-
None
-
None
Description
Would need to support:
- GL_KHR_blend_equation_advanced
- GL_NV_blend_equation_advanced
- OpenGL ES 3.2 which has the KHR extension built in
Advanced modes also need changes to the fragment shader (3DS default material fragment shaders usually contain "layout(blend_support_all_equations) out;") Thus proper support in Qt 3D needs to cover the extras materials, the shader node stuff, etc. (even though 3DS does not need those)
Not sure about blend barriers.
Not convinced this is worth the effort considering we will have to do our own fallbacks for the 3 interesting advanced modes (overlay/color burn/color dodge) anyway. Hence P3.
Update: Dropped to P4 now that we have working blend shaders (QT3DS-690), yay!