Here\'s my problem. I\'m rendering an orthogonal quad (filling the viewport) before everything (with vertex coloring at each corner), right after I\'m rendering a cube skybox with 6 transparent polyg
I cant figure out, how to get with OpenGL ES 2.0 similiar Results to OpenGL ES 1.1. I want to use actually a Sampler2D (to blend my texture with Alpha Channel to the Framebuffer) and also set an Color
In Photoshop a layer can be blended with a layer below it using many different ways, ie Normal, Dissolve, Darken, Soft Light, etc. 开发者_如何学运维 I would like to duplicate this effect programmatica
Since drawing fonts is quite expensive in terms of CPU, many developers use a rasterized font to draw text on video games; that\'s what I did too.
I\'m beating my head against a wall here, and I\'m fairly certain I\'m doing something stupid, so time to make my stupidity public.
I want to put a red rectangular <div> element over my webpage so that it would look not only transparent, but also like blended in Photoshop’s Multiply mode.
Here is what my code look like CCSprite *sp = [CCSprite spriteWithFile:@\"textureWithOneColorbackground.jpg\"];
I\'m having a major issue which has been bugging me for a while now. My problem is my game uses a deferred rendering engine which makes it very difficult to do alpha blending.
I am currently playing about with lesson 08 here http://insanitydesign.com/wp/projects/nehe-android-ports/
lets assume an alpha of 1 means fully opaque and 0 means fully transparent. lets say i have two black images which have 50% transparency (alpha = 0.5).