Client API. The Codename One framework your app is built on: this runs on the device, not in a backend.
public enum RenderState.BlendMode
- Object
- Enum<RenderState.BlendMode>
- RenderState.BlendMode
ImplementsComparable<RenderState.BlendMode>
The alpha blending mode applied when a fragment is written.
A fragment’s color is a material’s color multiplied by its texture, in
straight (not premultiplied) alpha: a material colored 0x66000000 over
a white texture is black at 40%, and drawn with ALPHA over an opaque
destination d it leaves 0.6 * d.
The framebuffer’s own alpha channel is not blended the way its color
is. In both blending modes it accumulates coverage,
alpha = source + destination * (1 - source), so a frame cleared to an
opaque color stays opaque whatever is blended onto it. A backend that
weights the alpha by the same factor as the color leaves 0.76 under a
fragment at 40%, and where the frame is composited or read back with
its alpha, what is behind the view shows through the fragment.
Enum constants
NONE | No blending; the fragment overwrites the destination. |
ALPHA | Standard source-over alpha blending: color = source * sourceAlpha + destination * (1 - sourceAlpha). |
ADDITIVE | Additive blending, useful for particles and glows: color = source * sourceAlpha + destination. |
Methods
public static RenderState.BlendMode[] values() | |
public static RenderState.BlendMode valueOf(String name) |
Inherited methods
Enum constant details
NONE
NONEALPHA
ALPHAcolor = source * sourceAlpha + destination * (1 - sourceAlpha).ADDITIVE
ADDITIVEcolor = source * sourceAlpha + destination.Method details
values
public static RenderState.BlendMode[] values()valueOf
public static RenderState.BlendMode valueOf(String name)