blending

Is there a blending mode or something else I can set for UIControls so that I can see a layer beneath it?

最后都变了- 提交于 2019-12-24 10:49:30
问题 I have various UIControls added to my view. I'd like to have an image of a gradient show through it like I can with a like a blending mode in Photoshop. Here I used the luminance blending mode. I'm hoping there's something similar that I can access on the layer in Swift. 回答1: I figured out how to do this with the compositingFilter property. I tried this, but had it backwards. It must be used on the image which should be a layer on top of the UIControls: let image: UIImage = UIImage(named:

Bad (unattractive) blending in OpenGL with bright figures on dark background

我怕爱的太早我们不能终老 提交于 2019-12-24 07:14:46
问题 I have a problems in OpenGL with blending (in result of antialiasing or textured painting). See problem illustration: I have the following setup code // Antialiasing glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); // Blending glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); // Texture font glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE

Bad (unattractive) blending in OpenGL with bright figures on dark background

柔情痞子 提交于 2019-12-24 07:14:15
问题 I have a problems in OpenGL with blending (in result of antialiasing or textured painting). See problem illustration: I have the following setup code // Antialiasing glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); // Blending glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); // Texture font glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE

Question about “Additive blending” and “Hue replacement”

爷,独闯天下 提交于 2019-12-23 05:49:07
问题 Since drawing fonts is quite expensive in terms of CPU, many developers use a rasterized font to draw text on video games; that's what I did too. Using additive blending when drawing the text works fine regarding glyph edges, these merge nicely with the background color. But it brought another issue, I decided to implement a 'color' parameter for drawing the font, instead of producing glyphs bitmaps for each color, otherwise memory usage might be an issue soon; depending how many glyphs and

Animation of multiply blending of two images

谁说胖子不能爱 提交于 2019-12-23 05:28:07
问题 I have two images: bg Image1 And overlay Image2 (which height is bigger than bg image1) Now I need to place [Image2] over [Image1] with blend mode multiply. But after that I need to animate Image2's Y position but keep blend mode so to get an animation like this: https://www.youtube.com/watch?v=D4Gqm9_Eo68 So how can I achieve that? May be I should use OpenGL? If yes, then how exactly? 回答1: I do not code for IOS and have no clue of platform you are coding for (memory,speed,gfx capabilities).

Replicate OpenGL Blending in Metal

瘦欲@ 提交于 2019-12-22 12:22:56
问题 I have been working on porting an open source game written using a fixed function pipeline to Metal. I have been able to redo all the projection transformation and have things being drawn where they should be drawn with the correct texture and vertex information but I'm having lots of trouble getting the fragment shader to match the OpenGL blending, the textures look correct but the blending and brightness are off. Here is what I'm trying to match: here is how it is currently rendering: The

Please explain this color blending mode formula so I can replicate it in PHP/ImageMagick

有些话、适合烂在心里 提交于 2019-12-19 07:09:14
问题 I've been trying to use ImageMagick to replicate Photoshops Colour Blend Mode. I found the following formulas in an online guide but I don't know what they mean. Do I just need to swap certain channels? 回答1: A is the Foreground pixel, B is the Background pixel, C is the new pixel. H is the Hue value for each pixel, S is the Saturation value, L is the Luminance value, and Y is the Brightness value. (Not sure what the difference is between luminance and brightness though. Anyway, in the first

How do I reduce frames with blending in ffmpeg

放肆的年华 提交于 2019-12-18 13:24:27
问题 I am trying to convert some files into ProRes. One fairly important part of the conversion is: reducing frames from 60 to 30 blending every 2 frames into one and achieving a more fluent movement. (a simple sort of motion blur) I have tried the -blend command, however it was not recognized as a command. -i source.mp4 -r 30 -vcodec prores_ks -profile:v 0 Output.mov How do I reduce frames with blending in ffmpeg? 回答1: Try ffmpeg -h or ffmpeg --help and you'll have a short help. Please read it. :

Blend mode:multiply in Internet Explorer

别说谁变了你拦得住时间么 提交于 2019-12-17 19:28:28
问题 I need to have an Image blended together with an red square in mode multiply. As I know, IE and Safari doesn't support the css-property "blend-mode", so I tried it with blending them together in a canvas and everything worked fine - except in IE. Is there any way to get those blended together in IE or isn't that supported yet? 回答1: For Internet Explorer, Canvas blending modes are "under consideration". https://developer.microsoft.com/en-us/microsoft-edge/platform/status/mixblendmode/?q=blend

ImageMagick result differ from Magick++

萝らか妹 提交于 2019-12-13 18:40:12
问题 I have 3 images: source.jpg, saturated.jpg and mask.jpg , I want to blend the source.jpg and saturated.jpg using the mask.jpg . When I use the ImageMagick's convert command: convert source.jpg saturated.jpg mask.jpg -compose over -composite result.jpg I get this result. But when I do the same with Magick++: Magick::Image source,saturated,mask; source.read("source.jpg"); saturated.read("saturated.jpg"); mask.read("mask.jpg"); source.clipMask(mask); source.composite(saturated,0,0