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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…
hugsm updated
8 hours ago
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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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Current color blending configuration shows incorrect results when two translucent faces overlapping in front of dark background.
Color blending is configured in [DrawContext.cpp](https://github.com…
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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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Issue #395 should be done for the blending code aswel.
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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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Hi,
Is it possible to use all core when doing linear blending ? Because Linear blend is taking much time, If I use Overlay blend, stitch result is not good as linear blending result like below imag…
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I think providing a color wheel separately will help users to make the right choice of colors.
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### Tested versions
I've tested various versions of Godot 4 going all the way back to when the Compatibility Renderer was first added. None of them have correctly rendered subtractive blending. It sh…