| Summary: | Bitwise blending mode | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Vitaly Novichkov <admin> |
| Component: | render | Assignee: | Sam Lantinga <slouken> |
| Status: | RESOLVED WONTFIX | QA Contact: | Sam Lantinga <slouken> |
| Severity: | enhancement | ||
| Priority: | P2 | ||
| Version: | HG 2.1 | ||
| Hardware: | All | ||
| OS: | All | ||
|
Description
Vitaly Novichkov
2017-03-01 08:44:22 UTC
Feel free to submit a patch for the various rendering implementations, including the software renderer. As far as I can tell these blending modes are impossible without a custom pixel shader, which is outside the scope of the SDL renderer. My thinks: - In case of software renderer that must be easy - In case of OpenGL I guess, some extensions are needed (the example where are various render modes shown: https://github.com/WohlSoft/LunaLua/blob/ee86b73c1976051d3ad18f259e36724310de2124/LunaDll/Rendering/GL/GLDraw.cpp#L54-L90, it uses GLEW library which is used to manage extensions) - In case of OpenGL ES would be similar as with desktop OpenGL. - In case of Direct X - IDK, I never used DX by myself. Did you actually meant Direct X? |