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	<title>Comments on: Mini-tutorial: Additive Blending</title>
	<atom:link href="http://www.flight404.com/blog/?feed=rss2&#038;p=71" rel="self" type="application/rss+xml" />
	<link>http://www.flight404.com/blog/?p=71</link>
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		<title>By: Eyal Ohana &#187; Blog Archive &#187; ICM final WIP - programming an organic particles system</title>
		<link>http://www.flight404.com/blog/?p=71&#038;cpage=1#comment-105442</link>
		<dc:creator>Eyal Ohana &#187; Blog Archive &#187; ICM final WIP - programming an organic particles system</dc:creator>
		<pubDate>Wed, 10 Dec 2008 06:17:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.flight404.com/blog/?p=71#comment-105442</guid>
		<description>[...] mode done, through openGL render from processing, I followed a clear but not too explanatory tutorial on the flight404 blog. The additive blending does achieve a more interesting composite but also results in aliasing of [...]</description>
		<content:encoded><![CDATA[<p>[...] mode done, through openGL render from processing, I followed a clear but not too explanatory tutorial on the flight404 blog. The additive blending does achieve a more interesting composite but also results in aliasing of [...]</p>
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	</item>
	<item>
		<title>By: links for 2008-10-30</title>
		<link>http://www.flight404.com/blog/?p=71&#038;cpage=1#comment-104746</link>
		<dc:creator>links for 2008-10-30</dc:creator>
		<pubDate>Thu, 30 Oct 2008 22:42:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.flight404.com/blog/?p=71#comment-104746</guid>
		<description>[...] all manner of distractions Â» Blog Archive Â» Mini-tutorial: Additive Blending (tags: Programming howto Graphics blog design Java development tutorials generative processing OpenGL tutorial)   Visit my other sites: Photo Gallery &#124; Insane in the Membrane &#124; Main website       &#171; links for 2008-10-29 [...]</description>
		<content:encoded><![CDATA[<p>[...] all manner of distractions Â» Blog Archive Â» Mini-tutorial: Additive Blending (tags: Programming howto Graphics blog design Java development tutorials generative processing OpenGL tutorial)   Visit my other sites: Photo Gallery | Insane in the Membrane | Main website       &laquo; links for 2008-10-29 [...]</p>
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	</item>
	<item>
		<title>By: christianmeinke.com &#187; Blog Archive &#187; Textured Surfaces</title>
		<link>http://www.flight404.com/blog/?p=71&#038;cpage=1#comment-18068</link>
		<dc:creator>christianmeinke.com &#187; Blog Archive &#187; Textured Surfaces</dc:creator>
		<pubDate>Tue, 12 Jun 2007 12:05:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.flight404.com/blog/?p=71#comment-18068</guid>
		<description>[...] Since yesterday I&#8217;m testing the texture implementation of Andreas&#8217; surface library (thanks for sending the early version) in combination with various blending modes (already documented and described by Robert Hodgin a few weeks ago - Mini-tutorial: Additive Blending pt. 1 / pt. 2). After increasing the Eclipse startup memory settings, I was able to load even highres textures and to write highres stills using the TileSaver class by Marius once again. [...]</description>
		<content:encoded><![CDATA[<p>[...] Since yesterday I&#8217;m testing the texture implementation of Andreas&#8217; surface library (thanks for sending the early version) in combination with various blending modes (already documented and described by Robert Hodgin a few weeks ago &#8211; Mini-tutorial: Additive Blending pt. 1 / pt. 2). After increasing the Eclipse startup memory settings, I was able to load even highres textures and to write highres stills using the TileSaver class by Marius once again. [...]</p>
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	</item>
	<item>
		<title>By: flight404</title>
		<link>http://www.flight404.com/blog/?p=71&#038;cpage=1#comment-9741</link>
		<dc:creator>flight404</dc:creator>
		<pubDate>Mon, 02 Apr 2007 06:57:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.flight404.com/blog/?p=71#comment-9741</guid>
		<description>Huzzah, I figured it out.  I just put in gl.glClear(GL.GL_DEPTH_BUFFER_BIT) before drawing the solids (which I an drawing before the blended stuff) and I get the expected results.  Gotta go slow though... worried I might fall into the lens flare / page curl trap and end up overusing something because it is pretty and easy.  But still, I love it!</description>
		<content:encoded><![CDATA[<p>Huzzah, I figured it out.  I just put in gl.glClear(GL.GL_DEPTH_BUFFER_BIT) before drawing the solids (which I an drawing before the blended stuff) and I get the expected results.  Gotta go slow though&#8230; worried I might fall into the lens flare / page curl trap and end up overusing something because it is pretty and easy.  But still, I love it!</p>
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	<item>
		<title>By: flight404</title>
		<link>http://www.flight404.com/blog/?p=71&#038;cpage=1#comment-9729</link>
		<dc:creator>flight404</dc:creator>
		<pubDate>Mon, 02 Apr 2007 05:23:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.flight404.com/blog/?p=71#comment-9729</guid>
		<description>John, this is what I meant about the 3D shapes never clearing.
http://www.flickr.com/photos/flight404/443162524/
http://www.flickr.com/photos/flight404/443166441/
I am drawing a box() and it is rotating around in the space that is filled with a few audio responsive glow images.  The box redraws on itself over and over leaving this (admittedly interesting) unintended effect.  This only happens when I draw the box before the glows.  If I do it the way you specified, it works as you said it would.  But if I switch it up so the blended objects draw last and the 3D shapes draw first, I get the odd effect.  Id like to figure out how to capitalize on it though.  I like the images that I put up on flickr.</description>
		<content:encoded><![CDATA[<p>John, this is what I meant about the 3D shapes never clearing.<br />
<a href="http://www.flickr.com/photos/flight404/443162524/" rel="nofollow">http://www.flickr.com/photos/flight404/443162524/</a><br />
<a href="http://www.flickr.com/photos/flight404/443166441/" rel="nofollow">http://www.flickr.com/photos/flight404/443166441/</a><br />
I am drawing a box() and it is rotating around in the space that is filled with a few audio responsive glow images.  The box redraws on itself over and over leaving this (admittedly interesting) unintended effect.  This only happens when I draw the box before the glows.  If I do it the way you specified, it works as you said it would.  But if I switch it up so the blended objects draw last and the 3D shapes draw first, I get the odd effect.  Id like to figure out how to capitalize on it though.  I like the images that I put up on flickr.</p>
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	<item>
		<title>By: Hugues</title>
		<link>http://www.flight404.com/blog/?p=71&#038;cpage=1#comment-9708</link>
		<dc:creator>Hugues</dc:creator>
		<pubDate>Mon, 02 Apr 2007 01:59:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.flight404.com/blog/?p=71#comment-9708</guid>
		<description>I&#039;m trying to make the same king of glow/blending effect but using a sphere as supporting structure. How is it possible ?
I mean, using a gradient orb works when mapped on a &quot;simple&quot; square, but what about a 3D sphere ?</description>
		<content:encoded><![CDATA[<p>I&#8217;m trying to make the same king of glow/blending effect but using a sphere as supporting structure. How is it possible ?<br />
I mean, using a gradient orb works when mapped on a &#8220;simple&#8221; square, but what about a 3D sphere ?</p>
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	<item>
		<title>By: JohnG</title>
		<link>http://www.flight404.com/blog/?p=71&#038;cpage=1#comment-9693</link>
		<dc:creator>JohnG</dc:creator>
		<pubDate>Sun, 01 Apr 2007 22:26:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.flight404.com/blog/?p=71#comment-9693</guid>
		<description>Not sure what you mean by &quot;3d shapes never clear&quot; but here&#039;s a pseudo code example of how I use it:

//draw starts...

//Draw solid 3D objects

pgl.beginGL();
gl.glDepthMask(false);
gl.glBlendFunc( GL.GL_SRC_ALPHA, GL.GL_ONE );
pgl.endGL(); // I think you can do it like this...
// draw blended objects;

pgl.beginGL();
gl.glDepthMask(true);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
pgl.endGL(); 

//draw more 3D if you want, but will always be &quot;in-front-of&quot; the transparent parts</description>
		<content:encoded><![CDATA[<p>Not sure what you mean by &#8220;3d shapes never clear&#8221; but here&#8217;s a pseudo code example of how I use it:</p>
<p>//draw starts&#8230;</p>
<p>//Draw solid 3D objects</p>
<p>pgl.beginGL();<br />
gl.glDepthMask(false);<br />
gl.glBlendFunc( GL.GL_SRC_ALPHA, GL.GL_ONE );<br />
pgl.endGL(); // I think you can do it like this&#8230;<br />
// draw blended objects;</p>
<p>pgl.beginGL();<br />
gl.glDepthMask(true);<br />
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);<br />
pgl.endGL(); </p>
<p>//draw more 3D if you want, but will always be &#8220;in-front-of&#8221; the transparent parts</p>
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	</item>
	<item>
		<title>By: flight404</title>
		<link>http://www.flight404.com/blog/?p=71&#038;cpage=1#comment-9677</link>
		<dc:creator>flight404</dc:creator>
		<pubDate>Sun, 01 Apr 2007 18:59:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.flight404.com/blog/?p=71#comment-9677</guid>
		<description>Great links Aaron. Thanks!
And Gilbert, I am going to delete your two comments and add your emailed explanation in a separate post.  I didnt see any character limit for comments so not sure what else to do except post it separately.  Thanks for taking the time to write it up.</description>
		<content:encoded><![CDATA[<p>Great links Aaron. Thanks!<br />
And Gilbert, I am going to delete your two comments and add your emailed explanation in a separate post.  I didnt see any character limit for comments so not sure what else to do except post it separately.  Thanks for taking the time to write it up.</p>
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	<item>
		<title>By: Aaron</title>
		<link>http://www.flight404.com/blog/?p=71&#038;cpage=1#comment-9675</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Sun, 01 Apr 2007 18:49:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.flight404.com/blog/?p=71#comment-9675</guid>
		<description>Hey Robert,

There is a really good explanation of all the math behind alpha blending in this 3 part blog series:

http://blogs.msdn.com/etayrien/archive/2006/12/07/alpha-blending-part-1.aspx
http://blogs.msdn.com/etayrien/archive/2006/12/12/alpha-blending-part-2.aspx
http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-3.aspx

Part 3 is where they get into additive blending specifically, but you&#039;ll have a much clearer idea of how different blending modes work (and how the depth buffer fits in) after reading the series.</description>
		<content:encoded><![CDATA[<p>Hey Robert,</p>
<p>There is a really good explanation of all the math behind alpha blending in this 3 part blog series:</p>
<p><a href="http://blogs.msdn.com/etayrien/archive/2006/12/07/alpha-blending-part-1.aspx" rel="nofollow">http://blogs.msdn.com/etayrien/archive/2006/12/07/alpha-blending-part-1.aspx</a><br />
<a href="http://blogs.msdn.com/etayrien/archive/2006/12/12/alpha-blending-part-2.aspx" rel="nofollow">http://blogs.msdn.com/etayrien/archive/2006/12/12/alpha-blending-part-2.aspx</a><br />
<a href="http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-3.aspx" rel="nofollow">http://blogs.msdn.com/etayrien/archive/2006/12/19/alpha-blending-part-3.aspx</a></p>
<p>Part 3 is where they get into additive blending specifically, but you&#8217;ll have a much clearer idea of how different blending modes work (and how the depth buffer fits in) after reading the series.</p>
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	<item>
		<title>By: flight404</title>
		<link>http://www.flight404.com/blog/?p=71&#038;cpage=1#comment-9672</link>
		<dc:creator>flight404</dc:creator>
		<pubDate>Sun, 01 Apr 2007 18:27:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.flight404.com/blog/?p=71#comment-9672</guid>
		<description>Here is a question for you random geniuses... should the glEnable and glBlendFunc calls exist between pgl.beginGL() and pgl.endGL()?  It seems to work fine without them.  Also, JohnG, when I play with the glDepthMask, the 3D shapes I draw never clear.  I tried playing with glClear but no go.  Suggestions?</description>
		<content:encoded><![CDATA[<p>Here is a question for you random geniuses&#8230; should the glEnable and glBlendFunc calls exist between pgl.beginGL() and pgl.endGL()?  It seems to work fine without them.  Also, JohnG, when I play with the glDepthMask, the 3D shapes I draw never clear.  I tried playing with glClear but no go.  Suggestions?</p>
]]></content:encoded>
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