I want to use glClear and glClearColor to fill a frame buffer with a colour including alpha transparency. However the framebuffer always renders as opaque when binded to a texture which is rendered to
If I have a frame buffer which has a textured binded to it which is simply black with full alpha and I try to draw a line to it, even if the line has full alpha it wont render. I\'m not stupid, so the
I\'m using these function calls: glEnable(GL_BLEND) glEnable(GL_POLYGON_SMOOTH) glBlendFunc(GL_SRC_ALPHA开发者_如何转开发_SATURATE, GL_ONE)
I have a BitmapData object with an alpha channel. I\'d like to know the fastet way to offset that alpha channel in ActionScript3 (FlashPlayer10). By offsetting I mean shifting all pixels of that chann
I\'m trying to find the most efficient way to alpha blend in SDL. I don\'t feel like going back and rewriting rendering code to use OpenGL instead (which I\'ve read is much more efficient with alpha b
A have a question, maybe someone can help me. I am trying to make a mirror effect using OpenGL. I draw a transparent plane, a \"reflected\" scene cut by stencil, and an original one.
I have a color A that I\'d like to transform into color C, by using color B. So I\'d like to know the blending formula F in开发者_StackOverflow社区 GDI+, where F = F(A, B) = C. A is the \"bottom color
I\'m trying to replicate the Photoshop filter multiply with Direct3D. I\'ve been reading and googling about the different render states and I\'ve got the effect almost working. The problem is that it\
It can be done by mallocin开发者_StackOverflow中文版g a temporary bitmap with 32bits per pixel and then clearing the alpha component with a for loop and