A look at Pathfinder, a GPU vector graphics renderer written in Rust by @pcwalton https://nical.github.io/posts/a-look-at-pathfinder.html …
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Actually I guess it doesn’t, because I could do two passes, one for + and one for -, changing the blend equation in between.
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Assuming I clear to a neutral value, like 0x80000000 or whatever. I use R16F, by the way, not R32F. In practice this makes a big difference as R16F is supported on PowerVR while R32F isn’t. Really, though, this is minor as R16F is supported practically everywhere GL3 is.
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R32I is also guaranteed in OpenGL ES 3.0.. Also, couldn't you just clear to 2 billion and treat that as zero?
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