0
votes
1answer
169 views

How can I draw a small bitmap on a larger bitmap at a particular position? (Canvas / SurfaceView)

I'm building a game that requires additive blending of colours for certain bitmaps. Say I have 4 different types object, there are maybe ten of each type on the screen with each type having a ...
0
votes
1answer
293 views

Incorrect colour blending when using a pixel shader with XNA

I'm using XNA 4.0 to create a 2D game and while implementing a layer tinting pixel shader I noticed that when the texture's alpha value is anything between 1 or 0 the end result is different than ...
1
vote
1answer
583 views

How can I implement “cut outs” for lighting in OpenGL?

So, I'm working with OpenGL (I'm not exactly sure of the version), and I want to do an old-style lighting setup by essentially drawing a black rectangle over the screen, and drawing white circles over ...
3
votes
2answers
2k views

blending alpha textures in gluOrtho2D

i'm doing a simple game/application with some minimal 2d graphics: png textures and ploygons with standard glVertex calls my setting: glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, w, ...
9
votes
2answers
5k views

How do I use depth testing and texture transparency together in my 2.5D world?

Note: I've already found an answer (which I will post after this question) - I was just wondering if I was doing it right, or if there is a better way. I'm making a "2.5D" isometric game using OpenGL ...
4
votes
2answers
1k views

Blending 2d images to subtract alpha

I'm looking into doing a 2d lighting system with a result similar to this: http://forums.tigsource.com/index.php?topic=15619.0 This thread I believe disregards color, as well as doesn't really list a ...