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Hi! For a SSAO effect I'm storing normals on the RGB channel and depth information on the alpha channel, but I'm guessing that due to the transparency the information from objects overlaping is corrupted. Only the normal from the foremost object should prevail no matter the alpha value, instead of blending with the colors/normals from the objects behind.
When I save the normals in one pass and the depth in another one, the effect works nicely, but when using the alpha channel it doesn't work.
I have tried different combinations of gl.glDisable(GL.GL_DEPTH_TEST), gl.glEnable(GL.GL_BLEND) and gl.glBlendFunc() but none of them work as I expect.