Texture Stage Blending
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.
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.
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.
This topic is closed to new replies.
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