Types/BlendMode: Difference between revisions
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'''The prototype docs have moved to a new website with an improved format.''' This documentation page can now be found here: [https://lua-api.factorio.com/latest/types/BlendMode.html https://lua-api.factorio.com/latest/types/BlendMode.html] | |||
This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums]. | |||
A [[Types/string]] that determines how sprites/animations should blend with the background. The possible values are listed below. | A [[Types/string]] that determines how sprites/animations should blend with the background. The possible values are listed below. | ||
Revision as of 17:51, 16 August 2023
The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/BlendMode.html
This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.
A Types/string that determines how sprites/animations should blend with the background. The possible values are listed below.
Note: In most of Factorio it is assumed colors are in alpha premultiplied format: FFF #172 - Blending and Rendering. Sprites get premultiplied when loaded, unless premul_alpha
is set to false on the sprite/animation itself. But generating mipmaps doesn't respect premul_alpha
, so lower mipmap levels will be in premultiplied format regardless.
Possible values
normal
The result color is determined with the following formula:
Result = Active_RGB + Background_RGB * ( 1 - Active_Alpha )
Note: This is alpha blending with an assumption that Active_RGB is already premultiplied with Active_Alpha.
additive
The result color is determined with the following formula:
Result = Active_RGB + Background_RGB
additive-soft
The result color is determined with the following formula:
Result = Active_RGB * ( 1 - Background_RGB ) + Background_RGB
multiplicative
The result color is determined with the following formula:
Result = Active_RGB * Background_RGB
overwrite
The result color is determined with the following formula:
Result = Active_RGBA or Background_RGBA