Implementing Porter-Duff Rules in Direct3D
What Direct3D render states should be used to implement Java's Porter-Duff compositing rules (CLEAR, SRC, SRCOVER, etc.)? I'm haven't used Java too much, but based on the white paper from 1984 , it should be a fairly straightforward mapping of render state blend modes. There are of course more that you can do than just these, like normal alpha blending (SourceAlpha, InvSourceAlpha) or additive (One, One) to name a few. (I assume that you are asking about these specifically because you are porting some existing functionality? In that cause you may not care about other combinations...) Anyway,