This post explores a little-known feature of alpha blending in Metal: dual-source blending. We’ll start with a quick overview of blending, then look at why dual-source blending exists and how it works. We’ll use it to make an sRGB-agnostic GUI system compatible with sRGB render targets, then refine the approach with programmable blending. The Alpha […]
Category: Math
Linear Algebra for Graphics Programming
Introduction This post will cover the essential mathematics for doing 3D graphics programming. I chose to split it out into a separate post because there is quite a lot of ground to cover, and attempting to wedge all of these concepts into a tutorial post would be overwhelming. If you already have a grasp of […]