Quote: --- Original message by: waffles
lag, you wouldnt happen to have any personal definition or other wise of the blending modes would you? its just guess work with me...
and thanks for explaining the shield flash :P
Edited by waffles on Jun 29, 2011 at 06:44 PM
Assuming you mean the map functions, I only know some of them. It might be beneficial if you could do some experimenting on your own and post the results in this thread though - I'm curious as to some of the stranger-sounding ones.
-current = use current map's pixels as base
-next map = (?) ignore current map
-multiply = rgb multiply to previous maps
-double-multiply = double rgb of previous maps and multiply with current (or do multiply followed by add... not entirely sure but I think the former makes more sense) (practically, this is used when you want to multiply but not over-darken stuff)
-add = rgb addition to previous maps
-add-signed current = some sort of add that also bumps up contrast... not sure of its specifics
-add-signed next map = (?) no discernable difference with add signed current
-subtract current = rgb subtract from previous maps
-subtract next map = (?)
-blend current alpha = (?) do alpha-blend on previous maps
-blend current alpha-inverse = (?) do alpha-blend with inverted alpha
-blend next map alpha = (?)
-blend next map alpha-inverse = (?)
I can also say that I suspect several of the framebuffer blend functions are broken... but here's what they *should* be:
-alpha blend: standard drawing with transparency over background
-multiply: rgb multiply with background (I strongly suspect this is broken)
-double multiply: double background then multiply
-add: rgb add to background
-subtract: rgb subtract from background
-component min: select minimum rgb components between shader and background (I strongly suspect this is broken)
-component max: select maximum rgb components between shader and background
-alpha-multiply add: multiply rgb with alpha, then add to background