Alpha blending is the process of combining a translucent foreground color with a background color, thereby producing a new blended color.

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83 views

Use different values for Depth Test and Depth Write in OpenGL

Is there a way to use something similar to PolygonOffset to make a depth test more permissive (move fragment depth towards eye) but still write the original depth value to the depth buffer? The only ...
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14 views

XNA alpha channel mask

I'm trying to highlight a portion of the screen, such that the entire screen is covered with a semi-transparent black mask but part of that mask is "cut out", kind of like it's being lit up while ...
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1answer
28 views

DepthStencilView and alphaBlendState

I have create a 2D game with directx11 and i want to use a depth buffer instead of a painter's algorithm to draw the sprites but i have a problem since i'm not really good with directx 3d programming. ...
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54 views

Jagged text + additive blend in openGL

I am having some trouble understanding how openGL blend modes work. At first I was using glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) and it all looked fine except that I couldn't use any ...
2
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1answer
92 views

Possible to create transparency shader which doesn't stack alpha values

The image above best demonstrates what I'm trying to achieve. It's a transparent shader for objects, but wherever the objects with this shader intersect they don't add together but simply merge with ...
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107 views

Self occluding object and alpha blending

Look at the object I've rendered with my app: It's the same screen twice, above the original and below I've drawn (by hand :P) the shape of the mesh of one of plant's leaves. You can clearly see ...
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47 views

Why am I getting the wrong color with alpha blend enabled?

I can't understand the result about drawing a line. I've set source and destination blending to D3DBLEND_SRCCOLOR, but I get a black starting color from my source. What's wrong? ...
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21 views

Any chance to store bloom power in 3 channels with YCbCr color coding?

I need to store per-pixel bloom power in the final Render Target to make Tron-like effects, when even non-bright pixels can bloom. The value can easily be stored in an alpha channel without any magic ...
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2answers
125 views

Blending semi-transparent images while not stacking their alphas

In libgdx/OpenGL ES I want to render multiple semitransparent textures while keeping the alpha still semi transparent. For example If I render a 0.5 alpha circle on top of another 0.5 alpha circle, ...
3
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1answer
65 views

Why does my PixelShader ignore color but respond to alpha changes?

I started teaching myself some DirectX a short time ago and found something I'm confused about. For some reason, I can only get the color of the model I'm drawing to vary between black and white, ...
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87 views

JMonkey Engine. Using 2 Alpha Maps for Texture Splatting

I am trying to apply more than 3 Diffuse textures to my terrain, but ive been running into issues: A lot of the Texture loading etc is The same code over and over, so its not much to read. Ill ...
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1answer
113 views

Rendertarget and alphablending problem (Offscreen particle rendering)

Today, I have implemented soft particles by rendering them to a separate render target and blending that with the scene, which worked as expected with additive blended particles. In that case I render ...
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204 views

Z-order with Alpha blending in a 3D world

I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++) Currently, I'm ordering elements back to front before drawing them without batch (so 1 element ...
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2answers
142 views

Colour intersection of two alpha-blended sprites

In XNA, is it possible to merge two alpha blended sprites so they look like one contiguous shape, eliminating the merge of colour at the overlap? At the moment when I try, the intersection is quite ...
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67 views

Questions about alpha blending

Consider the following code: Device->SetRenderState(D3DRS_ALPHABLENDENABLE, true); //Open alpha blending Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); //Source factor ...
2
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1answer
206 views

Linear filter problem with diagonal lines on adjecent tiles

I am quite new at using OpenGL/GLSL. Basically, the project I am working on is my first 'real' experience with it. I do not know whether this is relevant, but I use libgdx for my project. Currently, ...
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2answers
490 views

How AlphaBlend Blendstate works in XNA 4 when accumulighting light into a RenderTarget?

I am using a Deferred Rendering engine from Catalin Zima's tutorial: His lighting shader returns the color of the light in the rgb channels and the specular component in the alpha channel. Here is ...
3
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1answer
399 views

Alpha Blending performance on IOS

I've got few questions without responses about my game development, can you help me? Here is the questions: In my game when a large object appear on the screen, the GPU go to his limits, my ...
2
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1answer
77 views

Write colors with alphablending but don't write into the alpha channel

I am using XNA 4.0, hence DX9 and HLSL. I have a RenderTarget2D "MAIN" that I want to add semi-transparent objects "TRANS" to. I want them to blend with MAIN using the TRANS's alpha and inverseAlpha ...
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346 views

Sprite with alpha Blending in 3D world

I'm working on a game in a 3D world with elements 2D only (Like Don't starve game) for Android and IOS. Currently, I've managed "Sprite" without alpha blending, I've just put a condition in the pixel ...
2
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1answer
246 views

What is this alpha blending result?

I'm having an exam soon and got a problem with one alpha blending exercise: BlendState BS3 { BlendEnable[0] = TRUE; SrcBlend[0] = ONE; SrcBlendAlpha[0] = ZERO; ...
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1answer
175 views

How to set a global alpha-blending value in Direct3D 9?

Is it possible to set an alpha value globally in Direct3D 9, which modulates the pixel alpha values of every subsequent draw? I would like to let a whole scene fade in/out. I know that for example ...
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275 views

Apply various effects to alpha channel using cocos2dx

I have some CCSprite with images which contain shadows. Apart from the shadows and the background the images are opaque. I'd like to be able to draw some CCSprite but without the shadows when they are ...
2
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1answer
74 views

When do I need straight alpha?

I am writing some alpha-blending code, and I realized that premultiplied alpha is enough for most cases. So I thought about using only premultiplied alpha on my engine code to simplify the ...
0
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1answer
432 views

Simplest way to render image over top of another with another image used as mask in OpenGL?

The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially ...