Texture Stage Blending

Started by
0 comments, last by RPTD 22 years, 6 months ago
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.

Life's like a Hydra... cut off one problem just to have two more popping out.
Leader and Coder: Project Epsylon | Drag[en]gine Game Engine

Advertisement
Oops,

This sounds like a DirectX specific question to me. I''m moving the thread to the DirectX forum.

Graham Rhodes
Senior Scientist
Applied Research Associates, Inc.
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net

This topic is closed to new replies.

Advertisement