(I wasn't sure where to send this, since there doesn't seem to be a development mailing list and the issue tracker seems to be only for bugs.)
I'm working on a game that uses additive blending. I've seen a number of people ask for this feature (both for the original Python library and the iPhone version) so I thought I'd take a stab at it. The attached patch adds an attribute on Sprite called blend_mode, which currently can be set to either Sprite.BLEND_STANDARD (the usual alpha blending) or Sprite.BLEND_ADDITIVE. Like so: my_sprite = Sprite(my_image, blend_mode=Sprite.BLEND_ADDITIVE) Particles use additive blending by default, so maybe this would be something that would make sense to abstract somewhere that could be shared by both? In any case, a patch to implement the above functionality on Sprite, and a demo_blending.py that shows the grossini.png sprite in both standard and additive blending mode, is attached. Adam --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
blending.diff
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