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  • How can I make a 32 bit render target with a 16 bit alpha channel in DirectX?

    - by J Junker
    I want to create a render target that is 32-bit, with 16 bits each for alpha and luminance. The closest surface formats I can find in the DirectX SDK are: D3DFMT_A8L8 // 16-bit using 8 bits each for alpha and luminance. D3DFMT_G16R16F // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. But I don't think either of these will work, since D3DFMT_A8L8 doesn't have the precision and D3DFMT_G16R16F doesn't have an alpha channel (I need a separate blend state for alpha). How can I create a render target that allows a separate blend state for luminance and alpha, with 16 bit precision on each channel, that doesn't exceed 32 bits per pixel?

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  • OpenGL alpha blending issue with back face visible.

    - by Max
    I'm trying to display "transparent" surfaces (not closed volumes) with both the front face and back face are visible (not culled). For example displaying a cone or cylinder where the transparency is applied on both sides. There are some visible artifacts where some part of the surface does not seems to be handling the alpha values correctly. The issue it seems is when I (opengl) is trying to apply the alpha from the front side of the surface to the backside of the surface. (when both the inside/outside of the surface is visible). void init() { glMatrixMode(GL_PROJECTION); gluPerspective( /* field of view in degree */ 40.0, /* aspect ratio */ 1.0, /* Z near */ 1.0, /* Z far */ 10.0); glMatrixMode(GL_MODELVIEW); gluLookAt(0.0, 0.0, 5.0, /* eye is at (0,0,5) */ 0.0, 0.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.); /* up is in positive Y direction */ glTranslatef(0.0, 0.6, -1.0); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_diffuse); glLightfv(GL_LIGHT2, GL_POSITION, light2_position); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); glFrontFace( GL_CW ); glShadeModel(GL_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } void draw () { static GLfloat amb[] = {0.4f, 0.4f, 0.4f, 0.0f}; static GLfloat dif[] = {1.0f, 1.0f, 1.0f, 0.0f}; static GLfloat back_amb[] = {0.4f, 0.4f, 0.4f, 1.0f}; static GLfloat back_dif[] = {1.0f, 1.0f, 1.0f, 1.0f}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_LIGHT1); glDisable(GL_LIGHT2); amb[3] = dif[3] = 0.5f;// cos(s) / 2.0f + 0.5f; glMaterialfv(GL_FRONT, GL_AMBIENT, amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, dif); glMaterialfv(GL_BACK, GL_AMBIENT, back_amb); glMaterialfv(GL_BACK, GL_DIFFUSE, back_dif); glPushMatrix(); glTranslatef(-0.3f, -0.3f, 0.0f); glRotatef(angle1, 1.0f, 5.0f, 0.0f); glutSolidCone(1.0, 1.0, 50, 2 ); glPopMatrix(); ///... SwapBuffers(wglGetCurrentDC()); // glutSwapBuffers(); } The code is based on : http://www.sgi.com/products/software/opengl/examples/glut/examples/source/blender.c tinyurled links to 2 images on flickr showing the issue (but from out production code, not the above code, but both have the same kind of problems): http://flic.kr/p/99soxy and http://flic.kr/p/99pg18 Thanks. Max.

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  • CGContextDrawImage returning bad access

    - by Marcelo
    Hello guys, I've been trying to blend two UIImage for about 2 days now and I've been getting some BAD_ACCESS errors. First of all, I have two images that have the same orientation, basically I'm using the CoreGraphics to do the blending. One curious detail, everytime I modify the code, the first time I compile and run it on device, I get to do everything I want without any sort of trouble. Once I restart the application, I get error and the program shuts down. Can anyone give me a light? I tried accessing the baseImage sizes dynamically, but it gives me bad access too. Here's a snippet of how I'm doing the blending. UIGraphicsBeginImageContext(CGSizeMake(320, 480)); CGContextRef context = UIGraphicsGetCurrentContext(); CGContextTranslateCTM(context, 0, 480); CGContextScaleCTM(context, 1.0, -1.0); CGContextDrawImage(context, rect, [baseImage CGImage]); CGContextSetBlendMode(context, kCGBlendModeOverlay); CGContextDrawImage(context, rect, [tmpImage CGImage]); [transformationView setImage:UIGraphicsGetImageFromCurrentImageContext()]; UIGraphicsEndImageContext();

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  • opengl paint program based on Apple's 'glPaint' on a white background - how to blend?

    - by Adam
    Trying to write a simple paint program for iPhone, and I'm using Apple's glPaint sample as a guide. The only problem is, painting doesn't work on a white background, since white + colour = white. I've tried different blending functions, but haven't been able to hit on the right combination of settings and/or brushes to make this work. I've seen similar posts about this problem but no answers. Does anyone know how this might work?

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  • Opengl: Problem with masking

    - by Shaza
    Hey all, I'm working on creating a hole in a wall using masking in opengl, my code is quit simple like this, //Draw the mask glEnable(GL_BLEND); glBlendFunc(GL_DST_COLOR,GL_ZERO); glBindTexture(GL_TEXTURE_2D, texture[3]); glBegin(GL_QUADS); glTexCoord2d(0,0); glVertex3f(-20,40,-20); glTexCoord2d(0,1);glVertex3f(-20,40,40); glTexCoord2d(1,1);glVertex3f(20,40,40); glTexCoord2d(1,0);glVertex3f(20,40,-20); glEnd(); //Draw the Texture glBlendFunc(GL_ONE, GL_ONE); glBindTexture(GL_TEXTURE_2D, texture[2]); glBegin(GL_QUADS); glTexCoord2d(0,0); glVertex3f(-20,40,-20); glTexCoord2d(0,1);glVertex3f(-20,40,40); glTexCoord2d(1,1);glVertex3f(20,40,40); glTexCoord2d(1,0);glVertex3f(20,40,-20); glEnd(); The problem is, I got the hole in the wall correctly but it's semi transparent, I'm getting like black shade over it, also I can see through it. Here's a photo for what I'm getting: any suggestions?

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  • I'm looking for a blend mode that gives 'realistic' paint colors. (Subtractive)

    - by almosnow
    I've been looking for a blend mode to (well ...) blend two RGB pixels in order to build colors in the samw way that a painter builds them (i.e: subtractive). Here are quick examples of the type of results that I'm expecting: CYAN + MAGENTA = BLUE CYAN + YELLOW = GREEN MAGENTA + YELLOW = RED RED + YELLOW = ORANGE RED + BLUE = PURPLE YELLOW + BLUE = GREEN I'm looking for a formula, like: dest_red = first_red + second_red; dest_green = first_green + second_green; dest_blue = first_blue + second_blue; I've tried with the commonly used 'multiply' formula but it doesn't work; I've tried with custom made formulas but I'm still not able to 'crack' how it should work. And I know already a lot of color theory so please refrain from answers like: Check this link: http://the_difference_betweeen_additive_and_subtractive_lightning.html

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  • How to stop OpenGL from applying blending to certain content? (see pics)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to "degrade" the underlying sprite (graph background). As you can see from the images below, the "degraded" background seems to be made darker and less sharp in Case 2. So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. THE QUESTION: How do I set OpenGL so as to only apply the blending to the layer with the Lines/Points in it and thus leave the background alone? The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • Is it possible to create a CImageList with alpha blending transparency?

    - by Sorin Sbarnea
    I would like to knwo if it is possible to create a CImageList with alpha blending transparency. Sample code that creates a CImageList with ugly transparency (no alpha blending) CGdiPlusBitmapResource m_pBitmap; m_pBitmap.Load(IDB_RIBBON_FILESMALL,_T("PNG"),AfxGetResourceHandle()); HBITMAP hBitmap; m_pBitmap.m_pBitmap->GetHBITMAP(RGB(0,0,0),&hBitmap ); CImageList *pList=new CImageList; CBitmap bm; bm.Attach(hBitmap); pList->Create(16, 16, ILC_COLOR32 | ILC_MASK, 0, 4); pList->Add(&bm, RGB(255,0,255));

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  • Two graphical entities, smooth blending between them (e.g. asphalt and grass)

    - by Gabriel Conrad
    Supposedly in a scenario there are, among other things, a tarmac strip and a meadow. The tarmac has an asphalt texture and its model is a triangle strip long that might bifurcate at some point into other tinier strips, and suppose that the meadow is covered with grass. What can be done to make the two graphical entities seem less cut out from a photo and just pasted one on top of the other at the edges? To better understand the problem, picture a strip of asphalt and a plane covered with grass. The grass texture should also "enter" the tarmac strip a little bit at the edges (i.e. feathering effect). My ideas involve two approaches: put two textures on the tarmac entity, but that involves a serious restriction in how the strip is modeled and its texture coordinates are mapped or try and apply a post-processing filter that mimics a bloom effect where "grass" is used instead of light. This could be a terrible failure to achieve correct results. So, is there a better or at least a more obvious way that's widely used in the game dev industry?

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  • How to stop OpenGL from applying blending to certain content? (cocos2d/iPhone/OpenGL)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to degrade the underlying sprite (graph background). So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • Is it possible to achieve MAX(As,Ad) openGL blending?

    - by Jeff B
    I am working on a game where I want to create shadows under a series of sprites on a grid. The shadows are larger than the sprites themselves and the sprites are animated (i.e. move and rotate). I cannot simply render them into the sprite png, or the shadows will overlap adjacent sprites. I also cannot simply put shadows on a lower layer by themselves, because when they overlap, they will create dark bands at their intersection. These sprites are animated, so it is not feasible to render these en masse. Basically, I want the sprites' shadows to blend together such that they max out at a set opacity. Example: I believe this is equivalent to an openGL blending of (Rs,Gs,Bs,Max(As,Ds)), where I don't really care about R,G, and B, as it will always be the same color in src and dst. However, this is not a valid openGL blending mode. Is there an easy way to accomplish this, especially in cocos2d-iphone? I would be able to approximate this by making the shadow sprites opaque, then applying them both to a parent sprite, and making the parent sprite 40% opacity. However, the way cocos2d works, this only sets the opacity of each child to 40%, rather than the combined sprite image, which results in the same stripe.

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  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

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  • Rendering shadow sprites in cocos2d-x

    - by lukeluke
    I am writing a 2D game with cocos2d-x. I want to put a "shadow" sprite on a background sprite using the equation: MAX(0, Cd*1 - Cs*S) where Cd is the destination color (that is, a background pixel), Cs is the source color (the shadow pixel) , S is the scale factor (between 0 and 1). The MAX() function is used to avoid negative results. This is a lighting effect: when the shadow sprite pixel is 0, there is no effect on the background pixel, otherwise, the background pixel becomes darker. Now, the only way that comes to my mind is to change the blending equation to GL_FUNC_SUBTRACT, but it doesn't compile with cocos2d-x (can't found it)... I would subclass the CCSprite class in order to implement the draw() method in order to change, when needed, the blending equation, call the original draw() method and restore the blending equation to its previous state at the end of the method. So my questions are two: how to use glBlendEquation() with cocos2d-x? Keep in mind that i am writing a game for iphone/android/windows. are shadows handled this way in 2D games? Thx

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  • cannot play VTC video file (.mov) using VLC player

    - by varunit
    I have a training course contains .mov files which have video codec as apple graphics smc. I have googled and found out to add these options to play them link from where I got help But they are playing fine only in SMplayer. I want to configure similarly and play those files in VLC player. This is the error which I'm facing Running vlc with the default interface. Use 'cvlc' to use vlc without interface. [0xb0d03d20] blend blend error: no matching alpha blending routine (chroma: RGBA - RGBP) [0xb0d03d20] main blend error: blending RGBA to RGBP failed It is repeating... Thanks for any help...

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  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

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  • OpenGL behaviour depending on the graphics card?

    - by Dan
    This is something that never happened to me before. I have an OpenGL code that uses GLSL shaders to texture a 3D model. The code involves a lot of GPU texture processing, blending, etc... I wanted to check how the performance of my code improves using a faster graphics card (both new and old are NVIDIA, using always the NVIDIA development drivers). But now I have found that once I run the code using the new graphics card, it behaves completely different (the final render looks wrong), probably because some blending effect is not performed correctly. I haven't really look into what has changed, but I am guessing that some OpenGL states are, by default, set different. Is this possible? Have you ever found different OpenGL/GLSL behaviour using different graphics cards? Any "fast" solution? (So far I've thought of plugging back the old one, push all OpenGL default states, and compare with the ones I initially get using the new card..)

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  • Kubuntu 12.04: Change login screen background?

    - by drezabek
    I am having trouble changing my login screen background. I can select the default wall paper, the Kde-default one, but when ever I select my own custom wallpaper, there is no image, just a solid color. Normally, I would just ignore it, but the thing that bugs me is that this is a fresh install of Kubuntu 12.04 64bit, and the OS before this one, the one I overwrote, I had no trouble using the exact same image as the background... Settings In the System Settings application, Login Screen settings, Background tab, enable background, Under "Background", selected Picture, under options, selected Position: Scaled. Colors: Single Color. Blending: No Blending.

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  • How do I blend 2 lightmaps for day/night cycle in Unity?

    - by Timothy Williams
    Before I say anything else: I'm using dual lightmaps, meaning I need to blend both a near and a far. So I've been working on this for a while now, I have a whole day/night cycle set up for renderers and lighting, and everything is working fine and not process intensive. The only problem I'm having is figuring out how I could blend two lightmaps together, I've figured out how to switch lightmaps, but the problem is that looks kind of abrupt and interrupts the experience. I've done hours of research on this, tried all kinds of shaders, pixel by pixel blending, and everything else to no real avail. Pixel by pixel blending in C# turned out to be a bit process intensive for my liking, though I'm still working on cleaning it up and making it run more smoothly. Shaders looked promising, but I couldn't find a shader that could properly blend two lightmaps. Does anyone have any leads on how I could accomplish this? I just need some sort of smooth transition between my daytime and nighttime lightmap. Perhaps I could overlay the two textures and use an alpha channel? Or something like that?

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  • techniques for displaying vehicle damage

    - by norca
    I wonder how I can displaying vehicle damage. I am talking about an good way to show damage on screen. Witch kind of model are common in games and what are the benefits of them. What is state of the art? One way i can imagine is to save a set of textures (normal/color/lightmaps, etc) to a state of the car (normal, damage, burnt out) and switch or blending them. But is this really good without changing the model? Another way i was thinking about is preparing animations for different locations on my car, something like damage on the front, on the leftside/rightside or on the back. And start blending the specific animation. But is this working with good textures? Whats about physik engines? Is it usefull to use it for deforming vertexdata? i think losing parts of my car (doors, sirens, weapons) can looks really nice. my game is a kind of rts in a top down view. vehicles are not the really most importend units (its no racing game), but i have quite a lot in. thx for help

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  • composite colors : CALayer and blend mode on iPhone

    - by Ali
    I'm trying to use core image on the iphone. I'm able to composite my colors using quartz to draw an uiview, but i want to separate each component into CALayer (UIview consume more resources). So i have a white mask i want to use to filter a background bitmap, and i want to try diffrent blending mode. UNfortunately, the layers are only "adding" their colors. Here is my code : @implementation WhiteLayerHelper - (void)drawLayer:(CALayer *)theLayer inContext:(CGContextRef)myContext { // draw a white overlay, with special blending and alpha values, so that the saturation can be animated CGContextSetBlendMode(myContext,kCGBlendModeSaturation); CGContextSetRGBFillColor(myContext,1.0,1.0,1.0,0.9); CGContextFillRect(myContext,[UIScreen mainScreen].bounds); } @end And here is the main view drawrect code, where i use my CALayer : - (void)drawRect:(CGRect)rect { //get the drawing context CGContextRef myContext = UIGraphicsGetCurrentContext(); // draw the background [self fillContext:myContext withBounds:m_overlayRect withImage:m_currentImage]; [whiteLayer renderInContext:myContext]; } Is there something wrong ?

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  • How to merge two FBOs?

    - by DevDevDev
    OK so I have 4 buffers, 3 FBOs and a render buffer. Let me explain. I have a view FBO, which will store the scene before I render it to the render buffer. I have a background buffer, which contains the background of the scene. I have a user buffer, which the user manipulates. When the user makes some action I draw to the user buffer, using some blending. Then to redraw the whole scene what I want to do is clear the view buffer, draw the background buffer to the view buffer, change the blending, then draw the user buffer to the view buffer. Finally render the view buffer to the render buffer. However I can't figure out how to draw a FBO to another FBO. What I want to do is essentially merge and blend two FBOs, but I can't figure out how! I'm very new to OpenGL ES, so thanks for all the help.

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  • iPhone+Quartz+OpenGL. What is the correct way for Quartz and OpenGL to play nice together regarding

    - by dugla
    So we know the CoreGraphics/Quartz imaging model is based on pre-multiplied alpha. We also know that OpenGL blending is based on un-premultiplied alpha. What is the best practice to avoid head explosion when doing blending with textures that are derived from pre-multiplied alpha imagery (PNG files generated in Photoshop with pre-multiplied alpha). Given the apples/oranges mish mash of Quartz and OpenGL, what is the correct glBlendFunc for doing the fundamental Porter/Duff "over" operation? Typical example: A simple paint program. Brush shapes are texture-map patterns created from pre-multiplied alpha rgba images. Paint color is specified via glColor4(...) with the alpha channel used to control paint transparency. GL_MODULATE is used so the brush texture multiplies the (translucent) paint color to blend the color into the canvas. Problem: The texture is premult. The color is not. What is the correct way to handle this fundamental inconsistency? Thanks, Doug

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