The blending tag has no wiki summary.
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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 ...
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Premultiplied Alpha And Alpha Testing
I have a shader that is supposed to work with either alpha blending or alpha testing, but the color values being passed in are premultiplied alpha values.
Is there an easy/standard way to have it ...
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AlphaToCoverage + Alpha Blending = Artifacts
I'm experiencing a strange problem using OpenGL SampleAlphaToCoverage mode. There are rendering artifacts when using alpha-blending on pixels that have been rendered using alpha-to-coverage - and I ...
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How to put OpenGL in a state for drawing blended, colored, nontextured polys?
Using OpenGL1.1 (sadly) I'm trying to draw a cube, which is colored and alpha blended. It is instead showing up as opaque black. Even without including alpha in the color it still shows up as opaque ...
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Independent blending with DXGI_FORMAT_R16G16_SINT
I'm implementing direct volume rendering engine with volume bricking, but I'm stuck with this problem:
For each volume brick I render to color render target [CRT] (for visualization) and to data ...
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Clear edged sprite
I am a newbie to cocos2d. I would like make user to draw similar to what a painting brush would do.
I am using CCSprite for that. I almost implemented the velocity, color and opacity factors for that ...
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How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?
I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are:
D3DFMT_A8L8 // 16-bit using 8 bits each ...