-
Blending Two Colours
Hi Everyone,
First post here so please be gentle 
I have a routine which draws a checked board to the screen. I have implemented this from a photoshop mockup which has the following layers
-------------
Checker
-------------
Checker Base
-------------
Base Texture
-------------
I have the base texture rendering correctly. I then iterate through my checkers and draw one "checker base" quad and a "checker" quad.
The "checker base" is the same size/position it just acts as an underlay to the "checker".
The "checker base" has RGBA (1.0, 1.0, 1.0, 0.2) so white with 20% transparency.
Whilst the "checker" is either (r, g, b, 0.2) or (r, g, b, 0.8) depending on whether it is odd or even.
Current blending is: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
Basically I want to optimize the above into one draw for each checker as opposed to two.
How do I go about calculating the colour of the two merged quads "checker" and "checker base" ?
-
Advanced Member
Frequent Contributor
Not sure if this is what you are looking for, but the OpenGL blending calculations are described on the man page for glBlendFunc.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules