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Blendtable (DEF)

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blendtable <blendtable> { [...] }

Loads a blend table from a raw image file.

The image file MUST contain a 256 color table of its own. Each pixel will have their matching color in the table converted in the blend table.

A single image file may contain multiple base palettes, and offset can used to locate it.

ID 0 is reserved for the base game's original table of 33% transparency.

A package for Duke Nukem 3D with blend tables generated to the same specification as Ion Fury is available and permitted for use in projects with credit to the author: File:Duke3d blend package.7z

See also numalphatables.

Tokens

raw { [...] }

DESCRIPTION

file <filename>
DESCRIPTION
offset <value>
DESCRIPTION

glblend { [...] }

DESCRIPTION

forward { [...] }
reverse { [...] }
both { [...] }
DESCRIPTION
src <factor> (or sfactor / top)
dst <factor> (or dfactor / bottom)
DESCRIPTION
See below.
alpha <value>
DESCRIPTION

copy <blendtable>

DESCRIPTION

undef

DESCRIPTION

Factors

Chart explaining the combination of blend modes available in OpenGL.
  • ZERO
  • ONE
  • SRC_COLOR
  • ONE_MINUS_SRC_COLOR
  • SRC_ALPHA
  • ONE_MINUS_SRC_ALPHA
  • DST_ALPHA
  • ONE_MINUS_DST_ALPHA
  • DST_COLOR
  • ONE_MINUS_DST_COLOR

Examples

The following PNG image contains the blend table in Duke Nukem 3D v1.5:

This example will load 3 blend tables in the same file:

blendtable 0 { raw { file "blend.raw" } }
blendtable 1 { raw { file "blend.raw" offset 65536 } }
blendtable 2 { raw { file "blend.raw" offset 131072 } }