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Questions tagged [blending]

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0 votes
0 answers
31 views

Normal blend mode math

I have one question. How to calculate source color after blending operation. For example. I have 1 - Background color (r-115, g-94, b-67, a-1) 2 - Foreground color above background color, which ...
Alisher's user avatar
0 votes
1 answer
51 views

What's the intuition behind color burn and other blend modes?

I've implemented a simple color burn function in one of my shaders and I understand the results (I think), but the math behind it, although simple, is unintuitive to me. I struggle to understand how ...
TECHNOBOG's user avatar
2 votes
1 answer
453 views

How is the alpha value treated when blending?

I'm struggling with understanding how blending works. Here's what I understand: when I set the following ...
Bartolini's user avatar
0 votes
0 answers
36 views

Is it possible to separate or split original images (or videos) from a blend image (or video)

The title says it all. Blended image or video contains multiple image or video blended on top of each other. I am looking for any software or tools that can separate the original images or videos. ...
Ahmed Abdullah's user avatar
0 votes
1 answer
128 views

how to blend RGB components separately

Suppose I have previously rendered some set of pixels on the screen that each contain one of the following RGB values: ...
user256552's user avatar
0 votes
1 answer
390 views

OpenGL blending with the screen

I don't understand how OpenGL performs the blending of a texture on the screen. By default, the clear color is set to (0, 0, 0, 0). If we use the default blending equation GL_SRC_ALPHA and ...
Voko's user avatar
  • 269
1 vote
2 answers
432 views

How to calculate interpolation between multiple skeleton poses?

I found out that I should use spherical linear interpolation to blend two poses of a joint. I cannot find what to do if I have hundreds of poses to blend except applying the SLERP iteratively. What ...
Charlie's user avatar
  • 161
2 votes
1 answer
810 views

GL_SAMPLE_ALPHA_TO_COVERAGE and depth testing

I am currently looking into alternatives to my current, somewhat slow but exact, OIT approach. Specifically, GL_SAMPLE_ALPHA_TO_COVERAGE to convert the alpha value into a per-sample mask. ...
Joe's user avatar
  • 123
3 votes
1 answer
67 views

Repeating alpha over/under operation multiple times

I have two RGBA colors in linear [0..1] space, src and dst and I want to alpha blender src ...
piegames's user avatar
  • 297
1 vote
1 answer
59 views

How to blend a segment of an image with another image

I want to put a segment of an image to another image. But to make it realistic I applied poisson blending. But the output is not good at all. Output without poisson blending. The kid was cropped ...
Tahlil's user avatar
  • 81
1 vote
0 answers
177 views

Sorting my geometry for alpha testing

Here is my predicament. I am trying to draw a multitude of dots that leave trails behind them real time. Heres the difficulty, that line fades. Each dot line has a defined z position and the goal ...
J.Doe's user avatar
  • 1,445
2 votes
2 answers
3k views

How to perform additive blending in Metal. What do these terms mean?

Forgive me, I dont really understand the basis of alpha blending. Like I know the formula but when it comes to the terms blending operation, source blend factor, and destination blend factor I am ...
J.Doe's user avatar
  • 1,445
3 votes
1 answer
1k views

Alpha blending in linear colour space

I've been making a simple game in OpenGL, and implemented a screen fade-out using the old 'draw a black fullscreen quad and ramp up the alpha' trick. I'm doing all my shaders in linear space and using ...
russ's user avatar
  • 2,402
1 vote
2 answers
152 views

What blend mode is this?

I asked this on Graphic Design but was unable to get any relevant help from them. I'm trying to reverse engineer a blending mode I've seen on a picture: This image was created by someone else ...
karlphillip's user avatar
1 vote
1 answer
2k views

Is it possible to override or disable blending per pixel

I'm rendering transparent objects in separate framebuffer then compositing it with opaque one to get final image. The transparent pass has additive blending: ...
recp's user avatar
  • 185

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