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28 #ifndef __BLENDMODE_H__
29 #define __BLENDMODE_H__
164 if (blendType != rhs.
blendType)
return false;
196 return !(*
this == rhs);
use interpolated alpha value from vertices to scale source1, then add source2 scaled by (1-alpha)
Replace all colour with texture with no adjustment.
bool operator!=(const LayerBlendModeEx &rhs) const
Real factor
Manual blending factor.
Multiply the 2 colours together.
a colour supplied manually as a separate argument
bool operator==(const LayerBlendModeEx &rhs) const
dot product of color1 and color2
LayerBlendSource
List of valid sources of values for blending operations used in TextureUnitState::setColourOperation ...
add source1 and source2 together
Make the object transparent based on the colour values in the texture (brighter = more opaque)
ColourValue colourArg1
Manual colour value for manual source1.
LayerBlendSource source1
The first source of colour/alpha.
use source2 without modification
Make the object transparent based on the final alpha values in the texture.
the colour derived from the texture assigned to this layer
Multiply colour components together.
the interpolated diffuse colour from the vertices
Add the texture values to the existing scene content.
Class which manages blending of both colour and alpha components.
The default blend mode where source replaces destination.
LayerBlendType
Type of texture blend mode.
subtract source2 from source1
as LBX_BLEND_DIFFUSE_ALPHA but use a constant manual blend value (0.0-1.0)
LayerBlendOperationEx operation
The operation to be applied.
the interpolated specular colour from the vertices
SceneBlendFactor
Blending factors for manually blending objects with the scene.
ColourValue colourArg2
Manual colour value for manual source2.
LayerBlendSource source2
The second source of colour/alpha.
as LBX_ADD, but subtract product from the sum
LayerBlendType blendType
The type of blending (colour or alpha)
Real alphaArg2
Manual alpha value for manual source2.
as LBX_MODULATE but brighten afterwards (x2)
as LBX_BLEND_DIFFUSE_ALPHA, but use current alpha from previous stages
as LBX_BLEND_DIFFUSE_ALPHA, but use alpha from texture
LayerBlendOperation
List of valid texture blending operations, for use with TextureUnitState::setColourOperation.
as LBX_ADD, but subtract 0.5 from the result
Blend based on texture alpha.
use interpolated color values from vertices to scale source1, then add source2 scaled by (1-color)
Class representing colour.
Add colour components together.
the colour as built up from previous stages
as LBX_MODULATE but brighten more afterwards (x4)
float Real
Software floating point type.
LayerBlendOperationEx
Expert list of valid texture blending operations, for use with TextureUnitState::setColourOperationEx...
multiply source1 and source2 together
use source1 without modification
Real alphaArg1
Manual alpha value for manual source1.
SceneBlendType
Types of blending that you can specify between an object and the existing contents of the scene.
SceneBlendOperation
Blending operations controls how objects are blended into the scene.
Copyright © 2012 Torus Knot Software Ltd

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