blending

sprite kit sprite not being colorized

…衆ロ難τιáo~ 提交于 2019-11-27 06:10:26
问题 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

iOS Find Color at Point Between Two Colors

喜夏-厌秋 提交于 2019-11-27 04:24:31
问题 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

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

强颜欢笑 提交于 2019-11-27 02:22:21
问题 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

Blending does not remove seams in OpenCV

谁说我不能喝 提交于 2019-11-26 22:01:27
I am trying to blend 2 images so that the seams between them disappear. 1st image: 2nd image: if blending NOT applied: if blending applied: I used ALPHA BLENDING ; NO seam removed; in fact image STILL SAME BUT DARKER This is the part where I do the blending Mat warped1; warpPerspective(left,warped1,perspectiveTransform,front.size());// Warping may be used for correcting image distortion imshow("combined1",warped1/2+front/2); vector<Mat> imgs; imgs.push_back(warped1/2); imgs.push_back(front/2); double alpha = 0.5; int min_x = ( imgs[0].cols - imgs[1].cols)/2 ; int min_y = ( imgs[0].rows -imgs[1

OpenGL - mask with multiple textures

不问归期 提交于 2019-11-26 19:40:38
I have implemented masking in OpenGL according to the following concept: The mask is composed of black and white colors. A foreground texture should only be visible in the white parts of the mask. A background texture should only be visible in the black parts of the mask. I can make the white part or the black part work as supposed by using glBlendFunc(), but not the two at the same time, because the foreground layer not only blends onto the mask, but also onto the background layer. Is there anyone who knows how to accomplish this in the best way? I have been searching the net and read

Is there an algorithm for color mixing that works like mixing real colors?

坚强是说给别人听的谎言 提交于 2019-11-26 17:30:03
问题 The common mixing of RGB colors is very different from mixing colors for paintings, it's mixing of light instead mixing of pigments. For example: Blue (0,0,255) + Yellow (255,255,0) = Grey (128,128,128) (It should be Blue + Yellow = Green) Is there any known algorithm for color mixing that works like mixing real colors? My approach I've already tried following: Converting both colors to HSV and mixing hues (multiplied by coefficient computed from saturation), and a simple average for

Blending does not remove seams in OpenCV

*爱你&永不变心* 提交于 2019-11-26 07:29:37
问题 I am trying to blend 2 images so that the seams between them disappear. 1st image: 2nd image: if blending NOT applied: if blending applied: I used ALPHA BLENDING ; NO seam removed; in fact image STILL SAME BUT DARKER This is the part where I do the blending Mat warped1; warpPerspective(left,warped1,perspectiveTransform,front.size());// Warping may be used for correcting image distortion imshow(\"combined1\",warped1/2+front/2); vector<Mat> imgs; imgs.push_back(warped1/2); imgs.push_back(front

OpenGL - mask with multiple textures

。_饼干妹妹 提交于 2019-11-26 06:26:43
问题 I have implemented masking in OpenGL according to the following concept: The mask is composed of black and white colors. A foreground texture should only be visible in the white parts of the mask. A background texture should only be visible in the black parts of the mask. I can make the white part or the black part work as supposed by using glBlendFunc(), but not the two at the same time, because the foreground layer not only blends onto the mask, but also onto the background layer. Is there