Blendtable (DEF): Difference between revisions
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== Factors == | == Factors == | ||
[[File:GL blend chart.jpg|thumb| | [[File:GL blend chart.jpg|thumb|200px|right|Chart explaining the combination of blend modes available in OpenGL.]] | ||
* ZERO | * ZERO |
Revision as of 03:58, 22 February 2020
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.
The first ID is reserved to the 33% transparency.
See also numalphatables.
Tokens
raw { [...] }
Description.
- file <filename>
- Description.
- offset <value>
- Description.
glblend { [...] }
Description.
- forward { [...] }
reverse { [...] }
both { [...] }
- forward { [...] }
- Description.
src <factor>
dst <factor>(or sfactor / top)
(or dfactor / bottom)
- Description.
- See below.
- alpha <value>
- Description.
copy <>
Description.
undef <>
Description.
Factors
- 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 } }