C language function:glBlendFunc sample codes

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TITLE : Lighting | adrien.io
// Disable the depth test glDisable(GL_DEPTH_TEST); // Enable blending glEnable(GL_BLEND); // Setup additive blending glBlendFunc(GL_ONE, GL_ONE); // Set a full screen viewport glViewport( 0, 0, width, height ); // Bind quad vao glBindVertexArray(); // Use deferred point light shader glUseProgram(); // For each point light for (int i = 0; i < pointLightCount; ++i) { // Render the quad and upload light uniforms ... } // Disable blending glDisable(GL_BLEND);.......
http://adrien.io/opengl-course/lesson-2-lighting/


TITLE : Lighting | adrien.io
glBlendFunc(GL_ONE, GL_ONE);.......
http://adrien.io/opengl-course/lesson-2-lighting/
TITLE : Lighting | adrien.io
glBlendFunc(GL_ONE, GL_ONE);.......
http://adrien.io/opengl-course/lesson-2-lighting/
TITLE : Performance tips for Cocos2d for iPhone - All-Seeing Interactive
glBlendFunc( blendFunc_.src, blendFunc_.dst );.......
http://allseeing-i.com/Performance-tips-for-Cocos2d-for-iPhone
TITLE : Performance tips for Cocos2d for iPhone - All-Seeing Interactive
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);.......
http://allseeing-i.com/Performance-tips-for-Cocos2d-for-iPhone
TITLE : iOS+Objective-C: Create a real time photo filter app
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);.......
http://altitudelabs.com/blog/real-time-filter/
TITLE : Android example - SimpleGLRenderer.java - android, graphics, io, ioexception, load, simpleglrenderer
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);.......
http://alvinalexander.com/java/jwarehouse/apps-for-android/SpriteMethodTest/src/com/android/spritemethodtest/SimpleGLRenderer.java.shtml
TITLE : samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java - platform/development - Git at Google
public void glBlendFunc(int sfactor, int dfactor) {.......
http://android.googlesource.com/platform/development/+/master/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java
TITLE : samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java - platform/development - Git at Google
mgl.glBlendFunc(sfactor, dfactor);.......
http://android.googlesource.com/platform/development/+/master/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/MatrixTrackingGL.java
TITLE : To be an Artgrammer: Drawing nearly perfect 2D line segments in OpenGL
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);.......
http://artgrammer.blogspot.com/2011/05/drawing-nearly-perfect-2d-line-segments.html
TITLE : To be an Artgrammer: Drawing nearly perfect 2D line segments in OpenGL
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);.......
http://artgrammer.blogspot.com/2011/05/drawing-nearly-perfect-2d-line-segments.html
TITLE : Martin Stone - Premultiplied Alpha (in OpenGL)
* Blending is done with glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) (This gives us Result.rgb = Dest.rgb*(1-Source.alpha) + Source.rgb.).......
http://blog.rarepebble.com/premultiplied-alpha-in-opengl/
TITLE : HWCG - task gpu007
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );.......
http://cgg.mff.cuni.cz/~pepca/lectures/cv/gpu007vinyl.cz.php
TITLE : iPhone 3D Programming
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glBlendFunc(GL_ONE, GL_ONE).......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glBlendFunc(GL_ONE, GL_ONE);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : iPhone 3D Programming
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);.......
http://chimera.labs.oreilly.com/books/1234000001814/ch06.html
TITLE : [LibGDX] Draw transparent shapes (Example)
Gdx.gl.glBlendFunc(GL10.GL_SRC_ALPHA,GL10.GL_ONE_MINUS_SRC_ALPHA);.......
http://coderwall.com/p/udiz5w/libgdx-draw-transparent-shapes
TITLE : OpenGL FAQ / 15 Transparency, Translucency, and Using Blending
After blending is enabled, as shown above, the incoming primitive color is blended with the color already stored in the framebuffer. glBlendFunc() controls how this blending occurs. The typical use described above modifies the incoming color by its associated alpha value and modifies the destination color by one minus the incoming alpha value. The sum of these two colors is then written back into the framebuffer........
http://cs.cinvestav.mx/~fraga/Cursos/Graficacion/2006/OpenGL/FAQ/transparency.htm
TITLE : OpenGL FAQ / 15 Transparency, Translucency, and Using Blending
If your hardware supports destination alpha, you can experiment with different glBlendFunc() settings that use destination alpha. However, this won't solve all the problems with depth buffered translucent surfaces. The only sure way to achieve visually correct results is to sort and render your primitives from back to front........
http://cs.cinvestav.mx/~fraga/Cursos/Graficacion/2006/OpenGL/FAQ/transparency.htm
TITLE : OpenGL FAQ / 15 Transparency, Translucency, and Using Blending
glBlendFunc(GL_ONE_MINUS_DST_ALPHA,GL_DST_ALPHA);.......
http://cs.cinvestav.mx/~fraga/Cursos/Graficacion/2006/OpenGL/FAQ/transparency.htm
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