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Slick Forums • View topic - [ADDED] Adding real ADD draw mode

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PostPosted: Sun Feb 19, 2012 12:55 pm 
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PostPosted: Mon Feb 20, 2012 3:08 pm 
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I've seen a few posts about the odd additive blending with alpha. Because so many people expext the alpha to be handled properly, I think replacing the blend mode implementation is reasonable. (I'm not an expert)

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PostPosted: Mon Feb 20, 2012 3:12 pm 
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Yeah I thougt this too, but the problem is that this might break some games :/ Since the normal add effect is usable too imho.

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PostPosted: Tue Feb 21, 2012 8:02 pm 
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I though the only difference was that the new code would support transparency in additive blending. Is this not so?

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PostPosted: Wed Feb 22, 2012 1:38 pm 
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Yay, but what if you effects rlies on this effect? Where you render a alpha images normal, and for special effects with the ADD type ignoring alpha values? A test case should be added but I'm fully loaded with work :/ I will do it on weekend :)

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PostPosted: Sat Feb 25, 2012 5:36 pm 
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PostPosted: Sat Feb 25, 2012 5:44 pm 
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Please post a solution using GL11 :) And I promise to implement it!
Or does Slick uses GL 14? Mh, this might be something to discuss in generel... We want to implement Shader too so... yeah.

Just a code in the style you can see in the setDrawMode method please :D

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PostPosted: Sun Feb 26, 2012 10:11 pm 
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PostPosted: Mon Feb 27, 2012 8:51 am 
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Okay, then if I get the okay from the devs I do that. I implemented the ADD_ALPHA to the graphics mode and realized that the lwjgl jar was a 2.8.x Version but we use an old one so I changed it. Had no time to push it tho... Will do that if I get some free time again xD (darn work!)

Edit:
Btw you got the wrong idea. I KNOW what setDrawMode is doing, I asked for an implementation like it's done in the method ;) Or I misunderstood you^^

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PostPosted: Mon Feb 27, 2012 4:45 pm 
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PostPosted: Mon Feb 27, 2012 4:50 pm 
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What's the LWJGL opinion here? I mean, if they already use a minimum version of GL 1.4 (for example), we could do the same.
Is there a statement somewhere? Or do they say the same: assume GL 1.1 and check for better features on your own?

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PostPosted: Mon Feb 27, 2012 5:05 pm 
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LWJGL doesn't rely on any OpenGL version; it simply wraps new features in their respective GLXX class. From there, it's up to the developer to decide which OpenGL version to target.

Slick has features that require greater versions of OpenGL (e.g. offscreen rendering), but for the most part it should work on OpenGL 1.1. Hell, if , then it would seem a bit daft that Slick, a simple 2D sprite library, would need higher requirements.


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PostPosted: Mon Feb 27, 2012 5:43 pm 
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Then I just need a blendfunc code snippet for the sub function to add :D

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PostPosted: Mon Feb 27, 2012 8:27 pm 
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