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Thread: subtractive blending in java 2d

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    Default subtractive blending in java 2d

    hi. I am trying to do lightmaps in JOGL. i plan to have the textures and lightmaps stored in Graphics2D or BufferedImage objects . the program will then subtract the value of each component in the map from the texture. (i'm using subtraction because black will represent full lighting.). How do i do this?

    Thanks in advance!!


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    Default Re: subtractive blending in java 2d

    Nothing that you wrote relates to what I know of java programming. Can you describe your problem in programming terms vs your application terms. Programs consist of instructions and data. Data is in bytes.
    Last edited by Norm; June 14th, 2010 at 08:24 PM.

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    Default Re: subtractive blending in java 2d

    JOGL is an OpenGL binding that allows Java to access OpenGL's C defined methods. Unfortunately, I haven't worked too much with either JOGL or OpenGL (at least, not successfully). It seems like what you want, though, is an Alpha channel, right? This way, whatever's closest to 0 alpha is transparent (and therefore lets all lighting through at) and as it gets closer to max alpha (1.0f or 0xff, which ever format you're using) it becomes opaque so no light comes through.

    If you put the specified values into BufferedImages, you can use AlphaComposites and the Graphics2D to combine the two images.

    I have some examples of doing this here, but it's a little messy (I'd recommend looking at the first code block, it's a little clearer what's happening)

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    Default Re: subtractive blending in java 2d

    say my lightmap is image A, and the texture is image B. Black will mean full light (no color subtracted). i want the red componont form image A to be subtracted form image B, and the same thing with the green and blue components. this should allow me to do colored lights. A blue surface with a red light shined on it should show up black. with an alpha channel it would show up purple. that is not what i want.

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