I am trying to overlay color on a sprite image and have questions about how to blend the color with the sprite. I\'ve used the following updateImageTint routine to overlay color on a UIImage and the o
Can anyone give some clues as to why when I try to render the color bar quad below It appears like this:
I\'m making a particle engine in Java, and right now I\'m using a subclass of java.awt.canvas. I\'m using canvas.getBufferStrategy().getDrawGraphics() and then, when I\'m done, using canvas.getBufferS
I have to overlay an (mostly) transparent OpenGL view on top of some other views in my iOS app, but testing on my iPod touch (first gen, albeit, iPhone OS 3.1) gives really bad performance. I have rea
I have 2 colors: 1 dynamically set and another that\'s always white 0.5 alpha. I want to calculate the resulting white color as if it was drawn on top of the dynamic color using Overlay blend mode.
Am I calculating the Bezier blend wrong? Any help would be appreciated. Thank you very much. double bezierBlend(int i, double u, int 开发者_如何学Cm) {
I hav开发者_JAVA技巧e the next process: - draw background - draw objects and blend with background (1)GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA
I have two rectangular images: one is foreground, the other one is background. I am trying to blend the edges of the foreground image so that the foreground image looks like it is \"part\" of the back
I\'m having an issue with trying to render multiple alpha objects over the top of each other. At the moment, if i render one alpha object on top of another alpha object, the top alpha object is displa
I have implemented masking in OpenG开发者_如何学编程L according to the following concept: The mask is composed of black and white colors.