Creates a new BlendMode instance. Don't call this method directly; instead,
register a new blend mode using BlendMode.register
.
The destination blend factor of this blend mode.
Returns the name of the blend mode.
The source blend factor of this blend mode.
Adds the values of the colors of the display object to the colors of its background.
Inherits the blend mode from this display object's parent.
Draws under/below existing objects; useful especially on RenderTextures.
Erases the background when drawn on a RenderTexture.
When used on a RenderTexture, the drawn object will act as a mask for the current content, i.e. the source alpha overwrites the destination alpha.
Multiplies the values of the display object colors with the the background color.
Deactivates blending, i.e. disabling any transparency.
The display object appears in front of the background.
Multiplies the complement (inverse) of the display object color with the complement of the background color, resulting in a bleaching effect.
Sets the appropriate blend factors for source and destination on the current context.
Returns the name of the blend mode.
Returns the blend mode with the given name. Throws an ArgumentError if the mode does not exist.
Returns allready registered blend mode by given blend mode factors. Returns null if not exist.
Registers a blending mode under a certain name.
Generated using TypeDoc
A class that provides constant values for visual blend mode effects.
A blend mode is always defined by two 'Context3DBlendFactor' values. A blend factor represents a particular four-value vector that is multiplied with the source or destination color in the blending formula. The blending formula is:
In the formula, the source color is the output color of the pixel shader program. The destination color is the color that currently exists in the color buffer, as set by previous clear and draw operations.
Beware that blending factors produce different output depending on the texture type. Textures may contain 'premultiplied alpha' (pma), which means that their RGB values were multiplied with their alpha value (to save processing time). Textures based on 'BitmapData' objects have premultiplied alpha values, while ATF textures haven't. For this reason, a blending mode may have different factors depending on the pma value.
@see openfl.display3D.Context3DBlendFactor