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EvilDuck

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  1. Ok, what I ended up with now is rendering splats to a one big texture (levels are small in my game) using FBOs with white initial background and following blending. [CODE] GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_DST_COLOR, GLES20.GL_ONE_MINUS_SRC_ALPHA);[/CODE] [attachment=9260:device-2012-06-03-224010.png] I need white background for a texture because I can't multiply with zero color obviously. Then I draw grass tiles and render this texture in a big quad with: [CODE] GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_DST_COLOR, GLES20.GL_ZERO);[/CODE] [attachment=9261:device-2012-06-03-223706.png] So that's the result I'm getting. Thanks you, guys, for your ideas!
  2. [quote name='dpadam450' timestamp='1338595968' post='4945458'] Actually that wont work. [/quote] Well, it did work to some extent. I have tried just drawing some splatters after texture with following blending equations: [CODE]GLES20.glBlendFunc(GLES20.GL_DST_COLOR, GLES20.GL_ONE_MINUS_SRC_ALPHA);[/CODE] It blends exactly as I need it to. Now I need to figure out how to combine them more efficiently. And here I will try @slicer4ever suggestions.
  3. Thank you for your suggestions. I'll try them out and will post if any results.
  4. Hello, I'm working on a seemingly simple task. I have a simple 2D ortho game level with a textured background as a plane. Level is limited. Background is textured with tiled texture. What I need is to be able to add blood splatters as enemies die. These splatters must remain forever and multiply into each other (overlap and get darker). I'm guessing, since I need hundreds of splatters I can't actually make them as geometry, so I need to somehow render them into original texture or something like that. I'm using OpenGl ES 2.0 and can't figure out how I "burn" splatters into the tiled texture. Any suggestions please?[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I have attached a simple example of the desired effect made in Photoshop. [attachment=9177:smp.png] Thanks!