Client API. The Codename One framework your app is built on: this runs on the device, not in a backend.

public enum RenderState.BlendMode

  1. Object
  2. Enum<RenderState.BlendMode>
  3. 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

NONENo blending; the fragment overwrites the destination.
ALPHAStandard source-over alpha blending: color = source * sourceAlpha + destination * (1 - sourceAlpha).
ADDITIVEAdditive 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

NONE
No blending; the fragment overwrites the destination.

ALPHA

ALPHA
Standard source-over alpha blending: color = source * sourceAlpha + destination * (1 - sourceAlpha).

ADDITIVE

ADDITIVE
Additive blending, useful for particles and glows: color = source * sourceAlpha + destination.

Method details

values

public static RenderState.BlendMode[] values()

valueOf

public static RenderState.BlendMode valueOf(String name)