Questions tagged [blending]
The blending tag has no usage guidance.
88
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Rendering texture as pure white / filled with color with SDL2
I added a glow or shine effect to make character flash with one color for a short period of time, it looks like this.
The code in draw function:
...
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0
answers
16
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How to blend local cubemaps?
I have a (GPU) Buffer that contains the World Position and Extents of Local Cubemaps aswell as a TextureArray that contains the textures of the Cubemaps.
The Bounds of the Local Cubemaps are Axis ...
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0
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44
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Correct palette vs player color RGB combination
I'm trying to replicate a RTC game as a pet project. The thing is, the units have a .BMP palette. From index 0 to 63, palette colors will be combined to the player color, since that parts of the unit ...
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3
answers
128
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How to tile 4 images and blend the seams
Scenario
For the sake of example I have four textured planes that overlap each other. Theoretically this produces one large image but the textures come from a third party at run time and often are ...
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2
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722
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How to blend a 2D terrain
Rimworld (shown above) has many different terrain types.
In order to achieve Rimworld styled terrain, I need to achieve two goals
A) How to render differently textured terrains
B) How to blend these ...
0
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1
answer
99
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Substance Painter: Fix color addition
Substance Painter appears to add colors together wrongly when selecting "Normal Blending Mode"
The right side is what photoshop does correctly, meaning R+G+B values in the border region ...
1
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2
answers
117
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unsmooth blending with deferred shading and light volumes
So I implemented deferred Shading with a single full screen light pass (picture 2) (by passing the light-data as an array to the shader) and deferred shading with point light volumes (picture 1) (by ...
2
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0
answers
55
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OpenGL : Blending & feedback effect
I'm struggling on a simple project, as an example/sandbox, I'm rendering a small oscillating rectangle on my output. I'm not using glclearcolor() but instead, on ...
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84
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How to efficiently average multiple rotations (quaternions)? [duplicate]
So, I'm working on an animation system in C++, and am trying to blend multiple animations together. A slerp is easy on two quaternions, but is it efficient (or accurate) to chain together for more ...
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48
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Per-component Shader Blend in Unity
Context :
I'm writing a 2D mobile game in Unity where the graphics are essentially black lines drawn on a background image plus some lighting. Running full RGB calculations for every step seems like a ...
2
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1
answer
1k
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How can I blend an animated character with ragdoll physics collisions?
I'm trying to make an effect that a ragdolled character controlled by an animator also affected by the physics collisions. Similar to this game: Crazy Shopping.
The problem is animator controller ...
2
votes
1
answer
629
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Additive Blending and Gamma Correction
Should one do additive blending (aka lightmapping) in linear space?
I tried doing it in linear space, and it became, well, linear and bland, losing that cool HDR-style bloomy effect. Is there some ...
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1
answer
651
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Texture with transparency not rendered correctly in LibGDX
The title might be a bit misleading but I'm having a hard time to explain the problem so I'll try with pictures:
Same tree from opposite site:
I'm trying to create a voxel game and at the moment I ...
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0
answers
52
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Calculate animation weights based on two variables
I am working on a custom engine and have been tinkering with animations using the Cal3D library. My previous experience with animations was based on prototyping a bit with Unity's Mecanim.
Right now, ...
1
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1
answer
108
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LibGDX transparent textures look weird for a brief moment during skeleton animation
So I have a stage with some characters (Spine2D Skeletons). Each character has a health bar/stamina bar texture above them. The textures are simple PNGs with some gradient on them and transparency too....
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2
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378
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Mip map artifacts
I have created a texture in Blender in texture paint mode.
Then I have started to add some details for side and corner texture. They are primarily height maps.
I had some minor pixels being a ...
0
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1
answer
296
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Supporting uniform/non-uniform scale in hierarchical animation
I have worked with hierarchical blended animation systems for a number of years, but I have never been quite sure how to handle scale correctly. The introduction of non-uniform scale is additionally ...
0
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2
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2k
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OpenGL - Changing blending modes using sprite batching
I'm working on a game which uses sprite batching to render sprites efficiently where each sprite gets batched with its VBO data into a VAO every frame (containing vertex coordinates, texture data and ...
0
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1
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556
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Blending for multiple lighting passes
I am attempting to perform shadow mapping with deferred shading, using the following code:
...
3
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2
answers
2k
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Blending between many materials
I am storing one material ID per vertex in my meshes. In the shader for the mesh, I have a texture array full of textures that the material ID can refer to. The fragment color is chosen using ...
0
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2
answers
192
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What does glBlendFunc do when given an incorrect enumeration value?
In cocos2d-x, I am using particle system from plist with blend values: dst = 1, and src = 100 which is wrong enum for gl_blend.
Although app logged "OpenGL error 0x0500" but it still run and showed a ...
0
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0
answers
859
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Faster way to do multi texture blending(HLSL, triplanar texturing and overhang mapping)
Right now I'm doing a lot of lerping to blend my textures based on height(under water, mid ground and height ground), normal.y >= 0.0 for the under side of the terrain, fractal blend map for a marble ...
0
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1
answer
977
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Layers in PixiJS
I am using the PixiJS framework to create a 2D RPG Game.
How can I create a PIXI.Container with a transparent background which I can render on top of my main stage ...
3
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1
answer
928
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Color spaces: Should colors be converted to linear color before applying premultiplied alpha?
For instance, when loading an image that is SRGB, which of these is correct?
Simple premultiply:
Take SRGB color from file and multiply RGB by alpha
or
Convert to linear before premultiply:
Take ...
2
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0
answers
790
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Linear color workflow with render to texture - Banding in alpha channel?
In OpenGL, I am using GL_SRGB8_ALPHA8 for the OpenGL internal texture format for my textures and render targets. This eliminated some banding I was seeing in dark ...
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0
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69
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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 ...
0
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1
answer
13k
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Low-poly heightmap
I want to transform a 'normal' heigthmap into something like this:
Starting from a normal grayscale heightmap like this:
I looked into Voronoi, but I cant find a way of how to tranform the grayscale ...
0
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1
answer
579
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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 ...
0
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2
answers
143
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 ...
2
votes
1
answer
3k
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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 ...
0
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0
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133
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ETC1 texture opacity
I'm using the cocos2d-x engine and want to support etc1 on android devices for my game.
For ETC1 i'm using the mali compression tool, and GLSL.
Everything is working, but I can't change the opacity ...
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913
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OpenGL - Make two images blend together
I have 2 images that are .png and they mix together, The problem is that one overwrite the other. I know that the draw order matters, but In that case I should redraw the icons 2 times ( there is a ...
2
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2
answers
695
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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. ...
0
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1
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511
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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 ...
1
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1
answer
10k
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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, ...
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91
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Unity: Combine two UVs by alpha
I'm currently creating a voxel game like Minecraft. To display the damage of blocks, I want to combine the alpha channel of one part of my texture map with the actual texture (like Minecraft does), ...
3
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1
answer
2k
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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 ...
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1
answer
520
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:
...
9
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2
answers
9k
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"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 ...
0
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1
answer
680
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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 ...
2
votes
1
answer
884
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 ...
0
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1
answer
3k
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What is "ping pong" in the context of graphics rendering?
I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong.
I'm new to ...
3
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2
answers
2k
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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 ...
4
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2
answers
2k
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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:
...
0
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1
answer
234
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Blending issue with framebuffer
I'm trying to get some particles to work properly - they should blend among themselves but not with the background color. For this I'm using additive blending, textures with premultipled alpha and set ...
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1
answer
2k
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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:
...
2
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0
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402
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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 ...
3
votes
1
answer
7k
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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
...
0
votes
1
answer
119
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Blending and shadowmapping?
I am trying to implement shadow mapping, and currently I have 2 point lights and 1 global ambient light source and my rendering loop looks roughly like this (the details are not relevant):
...
3
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2
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876
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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:
...