MercifulNinja Posted April 5, 2017 Share Posted April 5, 2017 (edited) Im going to be using an image to encode game data for my world map. The basic gist is i will have 4 layers. One layer only using red channel, one for blue, one for green, and one for alpha (using black as the base color). I need to be able to merge the 4 layers into a single argb image without distorting each pixels values. So when i look at the final image the red, green, blue, and alpha channels of any given pixel match exactly to the corresponding pixels on each layer. Take the red value from the red layer(where gba are ignored), green value from green layer (rba ignored), blue value from blue channel (rga ignored), and the alpha value from the alpha/black channel (rgb ignored). I hope this makes sense. My main concern is that for editing purposes the alpha value on the rgb layers will need to be opaque so i can see them clearly but the final alpha value must come from only the black/alpha layer. Any thoughts on the layer stack order and blend modes of each layer would be much appreciated and a huge headache and time saver. Thanks in advance. Edited April 5, 2017 by MercifulNinja Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.