That’s the part I don’t get. Why do you render to different framebuffer, and not only one using a blend function ?[/quote]
For what feels like the thousandth time, this is what I was doing:
- Bind the framebuffer
- Clear it
- Accumulate/jitter the polygon into this buffer to build up a (mono) anti-aliased mask
- Switch back to the original target context/screen
- Select the framebuffer as a texture, and use it as a mask to blend the appropriate colour/gradient/image/whatever onto the screen
