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Tiles have errors on corners and painted hazard tiles have error on transition to other tiles, problem is the same regardless if "use default factorio hazard concrete style" is turned on or off
![b…
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Currently when alpha is low enough we simply discharge fragments, so the underlying fragments get drawn: https://github.com/schtrudl/Triplon/blob/55a89086695fb56180b1500f1bced93adfcbaad1/src/renderer/…
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Issue #395 should be done for the blending code aswel.
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### Song Name
Blend W
### Artist Name
MowtenDoo
### Source
Youtube
### Youtube Link
DJfg39WkMvE
### Direct File Link
_No response_
### Song ID
477456
### Start Offset [ms]
0
### Extra
…
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I am generating simple RGB OME-TIFFs. Everything is working as expected with saving the file using tifffile and napari-tiff is recognizing them as RGB images (`PHOTOMETRIC.RGB`) with one channel and `…
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I haven't been able to figure out a way to blend layers together (e.g. a Hillshade layer on top of a map). Currently, the Raster-Dem hillshade I am using tints the whole map slightly grey. (Compare th…
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Hard Light blending mode
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![ảnh](https://github.com/user-attachments/assets/6994e808-4853-437a-b046-ce48f05ab170)
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lvoxx updated
11 hours ago
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Currently animations are stacked one after another. Examples:
* If an NPC is walking, the move animation is looped. But it feels choppy/clipped as there is no blend in/blend out of the animation loop
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I asked for a similar feature a dozen years ago in public-fx. There is obviously no interest but I’d like an issue to point to. Previously I used the keyword `relative` but `blend` is probably a bette…