I'm using ARGB16F screen-space rendertargets with alpha-blend and -test off. Still I can't transfer data through the alpha-channel, it's always 1.0. I also tried enabling blending just to see what's on, but instead of blending it still contains 1.0, and no blending occurs.
I'm a DX9-noob, all I know I learned by hacking Oblivion, and of course the rendertargets are in the middle of Oblivions post-pass itself.
Is there a specific location I have to look through to detect why this occurs? I tried searching but apparently it's not a common issue.
Another tangent: I also would love to implement a bokeh-effect with aparture-shape textures. I'd love a suggestion how to generate texture-quad positions for later screen-space blending under the DX9-API. I was reading about R2VB but I have the impression you have to create a fixed amount of geometry (vertex-buffer size), and you can't discard pixels with clip() while writing to the VB to ceate a variable number of coordinates. Point-sprites also came to mind, but I don't know if I can create and handle them entirely on the GPU, and I think I can't change the base-color of a point-sprite texture.
I'm a DX9-noob, all I know I learned by hacking Oblivion, and of course the rendertargets are in the middle of Oblivions post-pass itself.
Is there a specific location I have to look through to detect why this occurs? I tried searching but apparently it's not a common issue.
Another tangent: I also would love to implement a bokeh-effect with aparture-shape textures. I'd love a suggestion how to generate texture-quad positions for later screen-space blending under the DX9-API. I was reading about R2VB but I have the impression you have to create a fixed amount of geometry (vertex-buffer size), and you can't discard pixels with clip() while writing to the VB to ceate a variable number of coordinates. Point-sprites also came to mind, but I don't know if I can create and handle them entirely on the GPU, and I think I can't change the base-color of a point-sprite texture.