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RPTD

Texture Stage Blending

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In modern Grafic Cards there is the possibility to blend those texture stages. I also found the equations for the most used blendings but I wonder how they use them. I want to include them into my skin editor to see the results in software though I need to understand them. Let''s take the following (Multiply Blending): Pixel = PresentPixel * NewPixel Are those (PresentPixel, NewPixel) BYTE values or float values? This makes a big difference. And are they clipped to the max value 0xff or 1.0 ? Thx in advance.

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