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@@ -272,27 +272,27 @@ public class RenderState implements Cloneable, Savable {
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/**
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* Additive blending. For use with glows and particle emitters.
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* <p>
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- * Result = Source Color + Destination Color -> (GL_ONE, GL_ONE)
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+ * Result = Source Color + Destination Color -> (GL_ONE, GL_ONE)
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*/
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Additive,
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/**
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* Premultiplied alpha blending, for use with premult alpha textures.
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* <p>
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- * Result = Source Color + (Dest Color * (1 - Source Alpha) ) -> (GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
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+ * Result = Source Color + (Dest Color * (1 - Source Alpha) ) -> (GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
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*/
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PremultAlpha,
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/**
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* Additive blending that is multiplied with source alpha.
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* For use with glows and particle emitters.
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* <p>
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- * Result = (Source Alpha * Source Color) + Dest Color -> (GL_SRC_ALPHA, GL_ONE)
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+ * Result = (Source Alpha * Source Color) + Dest Color -> (GL_SRC_ALPHA, GL_ONE)
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*/
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AlphaAdditive,
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/**
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* Color blending, blends in color from dest color
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* using source color.
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* <p>
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- * Result = Source Color + (1 - Source Color) * Dest Color -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
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+ * Result = Source Color + (1 - Source Color) * Dest Color -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
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*/
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Color,
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/**
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@@ -300,7 +300,7 @@ public class RenderState implements Cloneable, Savable {
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* using source alpha.
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* <p>
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* Result = Source Alpha * Source Color +
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- * (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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+ * (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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*/
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Alpha,
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/**
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@@ -309,28 +309,28 @@ public class RenderState implements Cloneable, Savable {
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* The resulting alpha is the sum between the source alpha and the destination alpha.
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* <p>
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* Result.rgb = Source Alpha * Source Color +
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- * (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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- * Result.a = 1 * Source Alpha + 1 * Dest Alpha -> (GL_ONE, GL_ONE)
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+ * (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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+ * Result.a = 1 * Source Alpha + 1 * Dest Alpha -> (GL_ONE, GL_ONE)
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*
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*/
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AlphaSumA,
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/**
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* Multiplies the source and dest colors.
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* <p>
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- * Result = Source Color * Dest Color -> (GL_DST_COLOR, GL_ZERO)
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+ * Result = Source Color * Dest Color -> (GL_DST_COLOR, GL_ZERO)
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*/
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Modulate,
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/**
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* Multiplies the source and dest colors then doubles the result.
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* <p>
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- * Result = 2 * Source Color * Dest Color -> (GL_DST_COLOR, GL_SRC_COLOR)
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+ * Result = 2 * Source Color * Dest Color -> (GL_DST_COLOR, GL_SRC_COLOR)
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*/
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ModulateX2,
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/**
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* Opposite effect of Modulate/Multiply. Invert both colors, multiply and
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* then invert the result.
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* <p>
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- * Result = 1 - (1 - Source Color) * (1 - Dest Color) -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
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+ * Result = 1 - (1 - Source Color) * (1 - Dest Color) -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
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*/
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Screen,
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/**
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@@ -338,7 +338,7 @@ public class RenderState implements Cloneable, Savable {
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* operation. This is directly equivalent to Photoshop's "Exclusion" blend.
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* <p>
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* Result = (Source Color * (1 - Dest Color)) + (Dest Color * (1 - Source Color))
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- * -> (GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR)
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+ * -> (GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR)
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*/
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Exclusion,
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/**
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