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IceCave

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Posts posted by IceCave

  1. Well, yeah, true... anyone finding this topic over Google:

    rhs is the pixel color of the top layer (the one set to overlay)

    lhs is the blend color of the bottom layers

     

    17 minutes ago, toe_head2001 said:

    The Screen blend mode uses a totally different algorithm, and is not involved in the code I posted.

    I was referring to the documentation, I haven't actually checked

    https://www.getpaint.net/doc/latest/BlendModes.html#16

  2. Hi,

     

    when saving your images as .dds files you have different options to pre-create mipmaps.

    What offers the best quality?

    - Fant (What is "Fant"? - Fantastic? ^^)

    - Supersampling

    - Bilinear

    - Bicubic

    - Nearest

     

    (I am using the German version. This is a rough translation - names might be different.)

     

    Thank you very much

    Icec

     

    PS: The FAQ is a little bit outdated ;)

  3. The more I am thinking about it the more it makes sense. I now also noticed that the standard transparency color is white. That would cause a mess and is totally useless for many users :|

     

    The alpha mask plugin works more or less like expected. The alpha values are not exactly correct (1, 3, 6 instead of 1, 2, 3 i.e.), however they are located in the right position.

     

    I guess you will see me in the plugin section in a few days, again. Adding a new skinning mode. :)

     

    Thank you very much for your help

    - Icca

  4. Hi,

     

    I am using paint.net for a game project I am recently working on. For my textures I need

    - a "light map/texture" (which stores only rgb values and alpha is zero)

    - and a camouflage map (which stores only alpha values but rgb is zero)

     

    Now I wanted to combine both layers to one layer. Sadly paint.net seems to ignore pixels with an alpha value of zero no matter which option I choose.

     

    Little example, we have a 1x1 image. So one pixel.

    > Layer 1: r = 1, g = 1, b = 1, a = 0

    > Layer 2: r = 0, g = 0, b = 0, a = 1

     

    When combining both layers (no matter what blending option used) the result is:

    r = 0, g = 0, b = 0, a = 1 (Pixel from layer 2)

    However, the result should be

    r = 1, g = 1, b = 1, a = 1

     

    How can I avoid that? I want both layers to be added together and alpha zero values not to be ignored. Is this a bug of the additive mode?

     

    I need this because the alpha values are representing channels to indicate the graphics card which color to set for this pixel from 1 to 255 different colors. While the r, g, b colors are modifing those colors represented by the alpha values.

     

    Thank you very much,

    Icca

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