These are the two the blend-mode i used in OpenGL what is the conversion to the metal in IOS
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA,GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
A blending mode is an effect you can add to a layer to change how the colors blend with colors on lower layers. You can change the look of your illustration simply by changing the blending modes.
Blend modes (alternatively blending modes or mixing modes) in digital image editing and computer graphics are used to determine how two layers are blended with each other.
The 19 original Blending Modes are: Normal, Dissolve, Darken, Multiply, Color Burn, Darker Color, Lighten, Screen, Color Dodge, Lighter Color, Overlay, Soft Light, Hard Light, Difference, Exclusion, Hue, Saturation, Color, and Luminosity.
You configure blending on your render pipeline descriptor. I believe the equivalent configurations for your GL code are:
// glEnable(GL_BLEND)
renderPipelineDescriptor.colorAttachments[0].isBlendingEnabled = true
// glBlendFuncSeparate(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA,GL_ONE,GL_ONE_MINUS_SRC_ALPHA)
renderPipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = .sourceAlpha
renderPipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = .oneMinusSourceAlpha
renderPipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .one
renderPipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .oneMinusSourceAlpha
// glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE)
renderPipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = .sourceAlpha
renderPipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = .one
renderPipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = .sourceAlpha
renderPipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = .one
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