📄 hgeconst_blendmode.html
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<h1 style="margin-top:0px">HGE Blending modes</h1>
<p>
<b>T</b>o specify a <b>HGE</b> blending mode, unite one of the constants from each pair
using C-language <b>bitwise or</b> operator (|):
</p>
<pre>
#define <b>BLEND_COLORADD</b> 1
#define <b>BLEND_COLORMUL</b> 0
#define <b>BLEND_ALPHABLEND</b> 2
#define <b>BLEND_ALPHAADD</b> 0
#define <b>BLEND_ZWRITE</b> 4
#define <b>BLEND_NOZWRITE</b> 0
</pre>
<dl>
<dt>BLEND_COLORADD
<dd>The vertex color is added to a texture's texel colors, resulting in texture lightening.
The vertex color 0x00000000 makes no effect.
<dt>BLEND_COLORMUL
<dd>Texture's texel colors are multiplied by the vertex color, resulting in texture darkening.
The vertex color 0xFFFFFFFF makes no effect.
</dl>
<dl>
<dt>BLEND_ALPHABLEND
<dd>The object's pixel colors are alpha-blended with the pixels already on the screen when rendering.
Use this for usual objects rendering.
<dt>BLEND_ALPHAADD
<dd>The object's pixel colors are added to the pixels already on the screen when rendering.
Use this to create lighting effects.
</dl>
<dl>
<dt>BLEND_ZWRITE
<dd>Write the pixels' Z-order to the Z-buffer when rendering.
When using Z-buffer, use this for opaque objects.
<dt>BLEND_NOZWRITE
<dd>Don't write the pixels' Z-order to the Z-buffer when rendering.
When using Z-buffer, first, render all opaque objects, then use this
to render all semi-transparent objects.
</dl>
<h2>Requirements</h2>
<p>
<b>Header:</b> hge.h
</p>
<h2>See also</h2>
<p>
<a href="hgedata_quad.html">Quad structure</a>
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