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  [LWJGL] Combining 2 images but *not* combining their alpha values for output.  (Read 634 times)
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Offline Rayvolution

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« Posted 2014-05-08 07:12:15 »

I'm trying to workout a shadow system that "builds" static shadows in my game, but in some instances the shadow images overlap, and when that happens I want the shadows to "combine". I feel like there's a GL11 setting I can use in LWJGL, but I can't seem to figure it out. All my results either end up like the first example, or totally black/while/incorrect.

Technical details:
- All shadows are rendered at the same time
- All shadows have the exact same color/alpha values
- Only difference in the various shadows is their shape.

Top is what I get, the bottom is what I want.



Any advice? I'm totally stumped, and a bit of a newbie when it comes to playing with OpenGL rendering settings.

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Offline Riven
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« Reply #1 - Posted 2014-05-08 07:14:40 »

Render your shadows without alpha to a texture, then blend the texture with your scene.

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Offline Drenius
« Reply #2 - Posted 2014-05-08 17:30:02 »

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Offline Opiop
« Reply #3 - Posted 2014-05-08 17:36:48 »

That effect is not possible to achieve in OpenGL using only blending modes. Riven is correct (obviously).
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