User Tag List

Page 2 of 2 FirstFirst 1 2
Results 11 to 13 of 13

Thread: RGB Coefficient and Lighting

  1. #11
    Forum Moderator

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
    nivram's Avatar
    Join Date
    Jul 2006
    Location
    Bandon, Oregon
    Posts
    6,773
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)
    A nice one. Thanks King_Cool and it is appreciated.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

  2. #12
    Clicker Multimedia Fusion 2SWF Export Module
    Jacob's Avatar
    Join Date
    Jul 2007
    Location
    Second pixel to the right
    Posts
    3,208
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by King_Cool View Post
    Note that i have no deep technical understanding of what goes on behind the sceenes of the Add and Subtract effects, ive just been usning them for quite a while.
    If someone else feels the need to shed some light on this, they are welcome to as far as i am conserned.
    They are both just blending modes. Add takes the red, green, and blue coefficients of each pixel and adds it to the like coefficients of the pixel behind it. Subtract does the same but subtracts. When you add, everything approaches White which is why light is always Additive. A red square ( 255, 0, 0 ) with Additive Blending enabled overlapping a Green (0, 255, 0) square will result in a Yellow ( 255, 255, 0 ) square produced in the overlapping region.

  3. #13
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)
    King_Cool's Avatar
    Join Date
    Aug 2008
    Posts
    2,335
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Jacob View Post
    They are both just blending modes. Add takes the red, green, and blue coefficients of each pixel and adds it to the like coefficients of the pixel behind it. Subtract does the same but subtracts. When you add, everything approaches White which is why light is always Additive. A red square ( 255, 0, 0 ) with Additive Blending enabled overlapping a Green (0, 255, 0) square will result in a Yellow ( 255, 255, 0 ) square produced in the overlapping region.
    Seriously, its that simple?
    The RGB values of each Add-Objects pixel is added together with the RGB of the pixel behind it?
    It does appear so.

    ...Man this doesnt even qualify as voodoo...
    What suprises me is that systems which i didnt dare try understand in the past, turn out to be simple and easy to grasp.

    Thanks for the excellent and understandable explanation Jacob!

Page 2 of 2 FirstFirst 1 2

Similar Threads

  1. Lighting for IOS app
    By Shadeve in forum Multimedia Fusion 2 - Technical Support
    Replies: 0
    Last Post: 30th May 2013, 05:32 PM
  2. RGB coefficient?
    By King_Cool in forum Multimedia Fusion 2 - Technical Support
    Replies: 5
    Last Post: 25th June 2012, 01:43 PM
  3. RGB coefficient
    By alxmrg in forum Hardware Accelerated Runtime
    Replies: 11
    Last Post: 7th June 2009, 09:41 AM
  4. RGB Coefficient
    By MechatheSlag in forum Hardware Accelerated Runtime
    Replies: 5
    Last Post: 21st January 2008, 06:02 PM
  5. RTS "Lighting" possible?
    By Doc4 in forum Multimedia Fusion 2 - Technical Support
    Replies: 19
    Last Post: 2nd March 2007, 08:21 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •