blending

Unmodified iOS7 Apple GLPaint example blending issue

你离开我真会死。 提交于 2019-12-01 12:31:31
In Apple's GLPaint example, the user can draw with semi-transparent brush over a surface and change colours. However, as of iOS7, for some odd reason it is not possible to draw something that completely goes over its background: In the first image, we see "Shake me" written with green and a red blob that was drawn multiple times over it. Yet, the writing bellow is still barely visible. The second image was desaturated to make the defect more obvious. The OpenGL blending function Apple is using is: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); What I expect it to do is to blend the newer semi

OpenGL transparent images have black in them

一世执手 提交于 2019-12-01 03:43:57
问题 I am working on a game for Android and I was wondering why whenever I draw images with transparency there seems to always be some black added to the transparent parts. This happens all over and makes some of my effects look strange. Here is an example. The two circles are only white images with a blur but you can see when one overlaps the other it has a shadow. If I overlap two of the circles say in Inkscape I get pure white where they overlap. I am using GLES20.glEnable(GLES20.GL_BLEND);

How to use Multi-band Blender in opencv

梦想的初衷 提交于 2019-11-30 16:34:43
I want to blend two images using multiband blending but I am not clear to the input parameter of this function: void detail::Blender::prepare(const std::vector<Point>& corners, const std::vector<Size>& sizes) In my case ,I just input two warped images with black gap, and with masks all white.(forgive me can not add pictures...) And I set the two corners (0.0,0.0),because the warped images has been registered. but my result is not good enough.with obvious seam in the result can someone tell me why?How can I solve this problem? I'm not sure what do you mean when you say "my result is not good

How to use Multi-band Blender in opencv

南笙酒味 提交于 2019-11-30 00:31:56
问题 I want to blend two images using multiband blending but I am not clear to the input parameter of this function: void detail::Blender::prepare(const std::vector<Point>& corners, const std::vector<Size>& sizes) In my case ,I just input two warped images with black gap, and with masks all white.(forgive me can not add pictures...) And I set the two corners (0.0,0.0),because the warped images has been registered. but my result is not good enough.with obvious seam in the result can someone tell me

Blending pixels from Two Bitmaps

喜你入骨 提交于 2019-11-28 19:16:11
问题 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'm trying to take two images, blend them together into a third image using standard blending algorithms (Hardlight, softlight, overlay, multiply, etc). Because Android does not have such blend properties build in, I've gone down the path of taking each pixel and combine them using an algorithm. However, the results are garbage. Below is the results of a simple

sprite kit sprite not being colorized

我怕爱的太早我们不能终老 提交于 2019-11-28 11:18:17
I'm trying to colorize a spriteNode (in this case its named background) using sprite kit but cant get the color to change. I have a sprite that I want to colorize. I'm changing the color property of the sprite as well as the color blending factor. When I run the app nothing happens though. the color remains the same (its black right now). below is the code I'm using to change the color: background.anchorPoint = CGPointMake(0, .5); background.position = position; // ... // this does not seems to be doing anything at all background.color = [SKColor redColor]; background.colorBlendFactor = 1.0f;

Blend mode:multiply in Internet Explorer

家住魔仙堡 提交于 2019-11-28 09:26:22
I need to have an Image blended together with an red square in mode multiply. As I know, IE and Safari doesn't support the css-property "blend-mode", so I tried it with blending them together in a canvas and everything worked fine - except in IE. Is there any way to get those blended together in IE or isn't that supported yet? markE For Internet Explorer, Canvas blending modes are "under consideration". https://developer.microsoft.com/en-us/microsoft-edge/platform/status/mixblendmode/?q=blend Until blends are implemented in IE, you can roll-your-own multiply filter: function multiply(R, G, B)

Opengl Render To Texture With Partial Transparancy (Translucency) And Then Rendering That To The Screen

孤街醉人 提交于 2019-11-28 08:41:35
I've found a few places where this has been asked, but I've not yet found a good answer. The problem: I want to render to texture, and then I want to draw that rendered texture to the screen IDENTICALLY to how It would appear if I skipped the render to texture step and were just directly rendering to the screen. I am currently using a blend mode glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). I have glBlendFuncSeparate to play around with as well. I want to be able to render partially transparent overlapping items to this texture. I know the blend function is currently messing up the RGB

iOS Find Color at Point Between Two Colors

喜你入骨 提交于 2019-11-27 19:55:02
I have a problem: I need to be able to take two colors and make a 'virtual gradient' out of them. I then need to be able to find the color at any point on this line. My current approach is this: if (fahrenheit < kBottomThreshold) { return [UIColor colorWithRed:kBottomR/255.0f green:kBottomG/255.0f blue:kBottomB/255.0f alpha:1]; } if (fahrenheit > kTopThreshold) { return [UIColor colorWithRed:kTopR/255.0f green:kTopG/255.0f blue:kTopB/255.0f alpha:1]; } double rDiff = kTopR - kBottomR; double gDiff = kTopG - kBottomG; double bDiff = kTopB - kBottomB; double tempDiff = kTopThreshold -

What do the blend modes in pygame mean?

…衆ロ難τιáo~ 提交于 2019-11-27 15:03:47
问题 Surface.blit has a new parameter in 1.8: blend. The following values are defined: BLEND_ADD BLEND_SUB BLEND_MULT BLEND_MIN BLEND_MAX BLEND_RGBA_ADD BLEND_RGBA_SUB BLEND_RGBA_MULT BLEND_RGBA_MIN BLEND_RGBA_MAX BLEND_RGB_ADD BLEND_RGB_SUB BLEND_RGB_MULT BLEND_RGB_MIN BLEND_RGB_MAX Can someone explain what these modes mean? 回答1: You can find the source for the blend operations here: surface.h Basically, ADD adds the two source pixels and clips the result at 255. SUB subtracts the two pixels and