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Questions tagged [blending]

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This blending setting introduces black pixels on the edges of semi-transparent png textures: ...
Alex Veres's user avatar
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In the game engine I'm modifying, it is designed to blend only two animations at a time using frame-by-frame linear interpolation of bone positions during a specified blend time. However, after ...
kozlik228's user avatar
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I'm working on a game and while using some debug colors with high contrast, I noticed that the edges blend together in a way that I find unattractive : At first I thought it was the shader I wrote to ...
user2345397's user avatar
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I'm having a some problems with blending in OpenGLES2.0 I'm drawing a texture above a framebuffer (with ARGB channels). When I draw a transparent texture over a solid color, the alpha channel is ...
Gabriel Machado's user avatar
2 votes
1 answer
323 views

I have some images of static objects using per-pixel alpha (trees, rocks) for a background. In order to make them look a bit more natural, I want to create some kind of atmospheric fog, which means ...
Intice's user avatar
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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 ...
Raildex's user avatar
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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 ...
Jacksonkr's user avatar
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2 answers
2k views

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 ...
Blue Bug's user avatar
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1 answer
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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 ...
AzulShiva's user avatar
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2 answers
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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 ...
Sprinklerkopf's user avatar
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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 ...
ebkgne's user avatar
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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 ...
Danny's user avatar
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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 ...
MInvertedM's user avatar
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1 answer
2k views

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 ...
Arlandria's user avatar
3 votes
1 answer
1k views

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 ...
SmugLispWeenie's user avatar
1 vote
1 answer
882 views

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 try ...
BlakkM9's user avatar
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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, ...
Devem's user avatar
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1 vote
1 answer
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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....
Daniel D.'s user avatar
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2 answers
499 views

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 ...
Candid Moon _Max_'s user avatar
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1 answer
384 views

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 ...
Steven's user avatar
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2 answers
2k views

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 ...
Jeremiah Cummings's user avatar
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1 answer
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I am attempting to perform shadow mapping with deferred shading, using the following code: ...
Ian Young's user avatar
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4 votes
2 answers
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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 ...
epitaque's user avatar
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2 answers
234 views

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 ...
Ngọc Anh's user avatar
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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 ...
Justin William Stanley Bryant's user avatar
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1 answer
1k views

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 ...
Pepe Becker's user avatar
3 votes
1 answer
1k views

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 SRGB ...
Tim R.'s user avatar
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2 votes
0 answers
896 views

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 ...
Tim R.'s user avatar
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1 vote
0 answers
89 views

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 ...
Matt's user avatar
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1 answer
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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 ...
floAr's user avatar
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1 answer
686 views

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 ...
skprime's user avatar
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0 votes
2 answers
204 views

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 ...
Javier Ramírez's user avatar
2 votes
1 answer
4k views

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 ...
Evorlor's user avatar
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0 answers
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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 ...
jeromintus's user avatar
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0 answers
1k views

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 ...
D4rWiNS's user avatar
  • 303
2 votes
2 answers
775 views

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. ...
kitfox's user avatar
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1 answer
558 views

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 ...
user3195897's user avatar
1 vote
1 answer
10k views

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, ...
badweasel's user avatar
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100 views

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), ...
yxyx136's user avatar
  • 63
3 votes
1 answer
2k views

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 ...
Zoltantan's user avatar
1 vote
1 answer
626 views

I would like to set a blend state to be "additive" and do the following: ...
SmartK8's user avatar
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9 votes
2 answers
11k views

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 ...
Lemon Drop's user avatar
0 votes
1 answer
779 views

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 ...
Cromon's user avatar
  • 103
2 votes
1 answer
1k views

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 ...
juan_morata's user avatar
0 votes
1 answer
3k views

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 ...
juan_morata's user avatar
4 votes
2 answers
3k views

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 ...
János Turánszki's user avatar
4 votes
2 answers
2k views

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: ...
ben's user avatar
  • 117
0 votes
1 answer
416 views

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 ...
user40079's user avatar
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1 vote
1 answer
3k views

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: ...
BlueSpud's user avatar
  • 161
2 votes
0 answers
414 views

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 ...
user44894's user avatar