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Re: [Public WebGL] Premultiplied alpha blending and issues with color accuracy

I've run into similar blending limitations when trying to implement brushes, but on desktop GL. The issue in a nutshell is that the GL blending equations do only implement a small subset of blending modes commonly used in drawing applications (you might get the simple alpha overlay right, but then there's modes like screen, burn, dodge, lighten, darken, grain merge, grain extract ect.) which you can't do with the blend equations.

I agree with Ben that you should do texture ping/pong so you can implement your own unrestricted blending equation.