- Joined
- Mar 28, 2016
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- French
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- RMMV
Hi
I am interested in the fact that we can not use the diferent Blend mode?
That there is a logical reason why it should not be in place.
From what I understand, rmmv uses a hybrid webGL, Canvas and Pixi.
Here are the different blend mode that exists
Have come very close here from PHOTOSHOP, and to be able to apply effects very powerful.
If I understand correctly, it is simply due to the fact that have used a bitmap with webgl inside the Sprite_Picture?
Therefore in the logic of things, so if i replace this by the rmmv pixi
by
???
it should work or ?
I will find especially interesting to be able to apply these
Blend mode on pictures.
Thank you for your clarification.
I am interested in the fact that we can not use the diferent Blend mode?
That there is a logical reason why it should not be in place.
From what I understand, rmmv uses a hybrid webGL, Canvas and Pixi.
Here are the different blend mode that exists
Code:
* Various blend modes supported by PIXI.
*
* IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes.
* Anything else will silently act like NORMAL.
var BLEND_MODES = exports.BLEND_MODES = {
NORMAL: 0,
ADD: 1,
MULTIPLY: 2,
SCREEN: 3,
OVERLAY: 4,
DARKEN: 5,
LIGHTEN: 6,
COLOR_DODGE: 7,
COLOR_BURN: 8,
HARD_LIGHT: 9,
SOFT_LIGHT: 10,
DIFFERENCE: 11,
EXCLUSION: 12,
HUE: 13,
SATURATION: 14,
COLOR: 15,
LUMINOSITY: 16
};
If I understand correctly, it is simply due to the fact that have used a bitmap with webgl inside the Sprite_Picture?
Therefore in the logic of things, so if i replace this by the rmmv pixi
Code:
Sprite_Picture.prototype.loadBitmap = function() {
this.bitmap = ImageManager.loadPicture(this._pictureName);
};
Code:
PIXI.Sprite.fromImage('this._pictureName')
it should work or ?
I will find especially interesting to be able to apply these
Blend mode on pictures.
Thank you for your clarification.
Last edited:

