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35
votes
5answers
15k views

How can I achieve a good fire effect with alpha blending and particles?

Using the following setting for the OpenGL particle effect: SRC: GL_SRC_ALPHA DST: GL_ONE Creates an additive blend, which looks spectacular on a black background but terrible on brighter colours, ...
11
votes
2answers
7k 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 ...
10
votes
2answers
3k views

How to properly implement alpha blending in a complex 3D scene?

I know this question might sound a bit easy to answer but It's driving me crazy. There are too many possible situations that a good alpha blending mechanism should handle, and for each Algorithm I can ...
9
votes
1answer
12k views

Blend Modes in Cocos2D with glBlendFunc

We've been trying to replicate the most common blending modes that are available in Photoshop and Quartz 2D, but we've only come up with 3 and that's after some long searching online. For anyone ...
8
votes
1answer
207 views

How to dynamically animate a part of a 3d model towards something

I'm curious about how this sort of animation is typically done code-wise. A few examples: A character picks something up - only hand is animated towards the target http://www.youtube.com/watch?v=rW-...
5
votes
1answer
818 views

What are the rest of the blending functions used for?

In general, I know of five ways to make use of blending functions (these are for OpenGL, but replace glBlendFunc() with SetRenderState(D3DRS_SRCBLEND) and SetRenderState(D3DRS_DESTBLEND) for DirectX): ...
5
votes
2answers
609 views

How to draw efficiently large number of objects with alpha blending?

In a 3D game i have large no. of trees with alpha value. What is the efficient way to draw all? What i tried is Taking every tree as a object and draw according to its z value and using billboarding. ...
5
votes
2answers
1k views

“Normal” Blend Mode with OpenGL Trouble

I've been having a lot of trouble trying to get a OpenGL blend function to work as I'd expect it to with like what I'd expect (or from any sensible image editing program). As an example, I'll use ...
5
votes
2answers
915 views

Where can I find a good tutorial to replicate Game Maker's surfaces and blend modes in XNA?

I know Game Maker's surfaces exist in XNA (It's more the othe way around, XNA's surfaces exist in Game Maker), same thing for blend modes, since (I think) they both use DirectX. This is the question: ...
4
votes
3answers
4k views

OpenGL additive blending not working as expected

I am trying to achieve additive blending with point sprites. When the sprites overlap, all I get is solid red, when I expect to get a smooth blend from red->yellow->white. My sprite texture has all ...
4
votes
2answers
1k views

blending with the foreground but not the background

I want to draw some very-semi-transparent objects on top of my scene and have them blend nicely with the other pixels in the scene, but not blend with the background; if I draw a semi-transparent ...
4
votes
2answers
1k views

Blending textures together, texture fade over / fade in

What is the best way to render a texture overlapping effect? Like in this example: I want either the grass to fade in to the snow texture, or the other way around. No rough edges. Somehow make ...
4
votes
2answers
2k 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 ...
3
votes
3answers
4k views

Alpha blending not rendering properly XNA 4.0

I'm trying to render a tree made out of 2 rectangles intersecting in the center at a 90degree angle. The texture has an alpha channel but which ever rectangle gets rendered second causes a weird ...
3
votes
1answer
3k views

What is the AlphaToCoverage blend state useful for?

Alright, just finished most of my early UI stuff and I wanted the windows to have some transparency. So I expanded my application to initialize and bind blend states so that my UI shader could ...
3
votes
1answer
343 views

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 ...
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, ...
3
votes
1answer
500 views

Best way to blend colors in tile lighting? (XNA)

I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all: Here is my color blend code: ...
3
votes
2answers
475 views

Laser Beam End Points Problems

I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: ...
3
votes
0answers
725 views

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 ...
2
votes
1answer
466 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; DestBlend[...
2
votes
1answer
4k views

Understanding how OpenGL blending works

I am attempting to understand how OpenGL (ES) blending works. I am finding it difficult to understand the documentation and how the results of glBlendFunc and glBlendEquation effect the final pixel ...
2
votes
2answers
174 views

Replacing 4 additive sprite layers with a single shader. Just can't get it right

I'm using directx9 and have 4 textures I want to draw on top of each other. if I do this: PDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA); PDevice->SetRenderState(D3DRS_DESTBLEND,...
2
votes
1answer
253 views

Additive blending problems

I'm trying to get the blend of two images to work without luck. I have a render target on which I have an object, then I want to render again the same object in same position but with different ...
2
votes
1answer
474 views

How to blend multiple normal maps?

I want to achieve a distortion effect which distorts the full screen. For that I spawn a couple of images with normal maps. I render their normal map part on some camera facing quads onto a ...
2
votes
1answer
270 views

How to create a material that blends textures in Blender to Unity workflow

I'm new to Blender and Unity and trying to figure out the best way to create a material that will use either vertex colors or a texture map to interpolate between other textures on a single mesh. ...
2
votes
1answer
4k views

Procedural terrain - how to blend textures between dynamic meshes

I think I should structure this question better. I'm developing a procedural terrain structured with voxel chunks. Every chunk: contains a NxNxN voxel array generated with perlin noise 3d ...
2
votes
1answer
187 views

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 ...
2
votes
1answer
711 views

Blending colors on Surfaces in PyGame?

So I'm making a game in Python and PyGame. I have aliens and blocks that each adopt one of several colors; rather than make several copies of them in different colors, I plan on making the sprite ...
2
votes
1answer
283 views

Blending Two different animations

I'm sure there are articles around on this but I'm not really sure what they are called. animation blending tends to give me the blend between two different complete animation such as walk and run. ...
2
votes
0answers
228 views

2D Animation Blending [closed]

I have been researching on 2D Animation Blending technique similar to what Unity 4.3 has. I know how Animation blending in 3D works but I have no idea how it works in 2D. How does 2D Animation ...
1
vote
1answer
127 views

How to linearly “blend” between multiple 3D points?

I have a set of 3D points that I need to "blend" between. Lets say I have points [A,B,C] and I have the amount I want to blend each as [0.5, 0.2, 0.8], how can I blend between these points with the ...
1
vote
1answer
117 views

Drawing sprites messes up my model in XNA4

I have a model which draws correctly in XNA4. However if I try to add a background image (or any sprite), the rendering of my model is messed up. There are two problems with the rendering model is ...
1
vote
1answer
222 views

Artifacts when draw particles with some alpha

I want to draw in my game some particles. But when I draw one particle above another particle, alpha channel from this above "clear" previous drawed particle. I set in OpenGL blend in this way: ...
1
vote
1answer
1k views

Best Way to Render Multiple Lights with Deferred Rendering and GLSL

So I've implemented deferred rendering in GLSL and OpenGL for my game engine. I want to blend together multiple lights, but the performance is a bit sub-par. How I'm doing it now is the following: ...
1
vote
1answer
1k views

OpenGL ES Shader help (Blending)

Earlier I required assistance getting to grips with how to retain the alpha channel of a transparent texture in my colourised texture shader program. Whilst playing with that first version of my ...
1
vote
1answer
5k views

Unity3D sprites vs Mesh Quads - Depth, Blending, Shadows

I'm new to unity but not new to game development. In my OpenGL ES 2.0 (mobile) games I create a vertex array of all my "sprites" and stuff it in a VBO. Then draw them as I need them one at a time, ...
1
vote
1answer
520 views

Basic terrain shader without using external texture

I have this: (Right now I have the height map in a x*x size 2D array and a 1D vector too.) What I am trying to achieve is something like this: Without using any textures, only plain colors. So ...
1
vote
0answers
22 views

Controllable color blending?

I'm relatively new to color blending in DirectX, and I'm hoping there is a relatively simple answer to this question. I am targeting Direct10.1. What I am trying to achieve is colour blending of two ...
1
vote
1answer
172 views

Is it possible to interpolate different sprites? [duplicate]

I can interpolate different animations based on position, rotation, and scale. I want to do the same for different sprites, automatically. For example, lets say I have a soda can being crushed. I ...
1
vote
1answer
179 views

How to setup a particular blend state where the alpha channel is additive?

I would like to set a blend state to be "additive" and do the following: Result.R = Source.R + Destination.R; Result.G = Source.G + Destination.G; Result.B = Source.B + Destination.B; Result.A = ...
1
vote
0answers
59 views

Glowing Effect and Blending [duplicate]

I am using C++ and SDL and I am trying to get lines with a glowing effect as provided by the image of the game Defcon on the continental outlines. How could I achieve this glow and blend of the ...
1
vote
1answer
321 views

Why can't a blendShader sample anything but the current coordinate of the background image?

In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input ...
1
vote
1answer
836 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 ...
0
votes
2answers
47 views

Cannot get mask with multiple textures to work

I am trying to render three textures: Background, Black/White Foreground Mask and Foreground. I have used this OpenGL - mask with multiple textures, but I cannot get it to work. I only get the last ...
0
votes
1answer
285 views

Rendering two textures with blending and alpha test

What I am looking for is the following: I have a circle on a square image, alpha is 0 at the corners and also a square shadow, alpha is 0 everywhere else I would like to have as final result a ...
0
votes
2answers
864 views

XNA Subtract blending function doesn't work

I wanted to subtract a white image with black circle background from a picture to get a lighting circle here is the white image So I wrote this code spriteBatch.Begin(SpriteSortMode.Deferred, new ...
0
votes
1answer
52 views

OpenGL - Quad is being separated like a two triangles after blending

I wanted to add transparency for my UI elements, so I enabled blending by adding: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); before renderer and glDisable(GL_BLEND); ...
0
votes
1answer
178 views

Unity Make sprite visible only to shaders

I have made a shader for my UI buttons, the sprites should be black and white, so they can be used as a mask when blending. They should allow for the image behind them to pass through the whiter ...
0
votes
1answer
217 views

Algorithm for texture blending modification

Im currently writing a terrain editor for my game (for the record: no commercial intentions) and after having implemented the terrain morphing to my liking im now working on the texturing of said ...