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DisplayObject blend mode tracking issue #58
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Some of those (Screen, I think, and some others) don't have a single definition. It'll take some snooping, and maybe reverse-engineering, to figure out which algorithm they're using. |
AS3 documentation https://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/display/DisplayObject.html#blendMode has a bit more information than swf format specification. |
All of the non-normal blend modes cause the display object to have "cache as bitmap" behavior, where the display object is rendered into an offscreen render target first, and then this buffer is drawn onto the stage. Same with all the filters. In fact, Layer blend mode is just Normal with the offscreen buffer behavior. So the first step is to implement render target functionality in |
Lacks blend effect ScreenshotsFirst is how it is with Ruffle, second is how it is supposed to be.OS : Win7-64bits Ps : link of the game (you can test the blend by pressing space or going at the room all the way up, and pressing E next to the sword) |
A description for each blend mode: https://www.adobe.com/content/dam/acom/en/devnet/pdf/pdfs/pdf_reference_archives/blend_modes.pdf Seems that Adobe used the same formulas from the PDF spec. |
So...has this functionality been added for desktop yet? What is our plan for implementing this feature? |
Well, I wouldn't call it much of a plan, just my ramblings from a while ago: #4288 |
The only one left unimplemented here is |
Finally closed by #12238. |
Desktop:
Web canvas:
ActionScript:
DisplayObject.blendMode
DisplayObject.blendShader
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