颜色合混本身并不难,难的是不会用XNA去表达!!!!!
透明混合公式如下:
最 终颜色 = 源颜色 X 源颜色透明值 + 目标颜色 X (255 - 源颜色透明值)
要是在DirectX,我早就实现了,可是在XNA让我吐血,原因是,XNA导入到资源窗口的时候修改了一些参数设置,现在要使用带有Alpha通道的PNG图片,就要在导入后的PNG的右键——属性——Content Processer——Premultipy Alpha设置为false.
以下是解决我的问题的帖 子:
楼主提问
XNA BlendState with SpriteBatch
We are needing a BlendState to act as the following:
- Transparent PNGs are drawn as expected, with anything behind them preserved
- We use
Color.White
to draw a PNG as-is - We will change the alpha channel of the color to change the "opacity" of the texture
To get this effect, BlendState.AlphaBlend
is close, but draws white as the transparent part if we set alpha to 100 or any number other than 255.
So we attempted this:
_blendState=newBlendState(); _blendState.AlphaSourceBlend=Blend.SourceAlpha; _blendState.AlphaDestinationBlend=Blend.InverseSourceAlpha; _blendState.ColorSourceBlend=Blend.SourceAlpha; _blendState.ColorDestinationBlend=Blend.InverseSourceAlpha;
This works, except we now get undesired effects if two PNGs are on top of one another. Basically we get some weird lines where it looks like pixel data is being added (or something).
Example:
由于对XNA 的颜色混合使用不太理解,所以上MSDN搜到我吐血,头痛,呕吐,经过一翻对生命的折腾,问题终于得到了解决。。。。。。! 原来是我对XNA 的颜色混合使用不太适合。
颜色合混本身并不难,难的是不会用XNA去表达!!!!!
透明混合公式如下:
最 终颜色 = 源颜色 X 源颜色透明值 + 目标颜色 X (255 - 源颜色透明值)
要是在DirectX,我早就实现了,可是在XNA让我吐血,原因是,XNA导入到资源窗口的时候修改了一些参数设置,现在要使用带有Alpha通道的PNG图片,就要在导入后的PNG的右键——属性——Content Processer——Premultipy Alpha设置为false.
以下是解决我的问题的帖 子:
楼主提问
XNA BlendState with SpriteBatch
We are needing a BlendState to act as the following:
- Transparent PNGs are drawn as expected, with anything behind them preserved
- We use
Color.White
to draw a PNG as-is - We will change the alpha channel of the color to change the "opacity" of the texture
To get this effect, BlendState.AlphaBlend
is close, but draws white as the transparent part if we set alpha to 100 or any number other than 255.
So we attempted this:
_blendState=newBlendState(); _blendState.AlphaSourceBlend=Blend.SourceAlpha; _blendState.AlphaDestinationBlend=Blend.InverseSourceAlpha; _blendState.ColorSourceBlend=Blend.SourceAlpha; _blendState.ColorDestinationBlend=Blend.InverseSourceAlpha;
This works, except we now get undesired effects if two PNGs are on top of one another. Basically we get some weird lines where it looks like pixel data is being added (or something).
Example:
Effectively, BlendState.AlphaBlend
is this:
_blendState=newBlendState(); _blendState.AlphaSourceBlend=Blend.SourceAlpha; _blendState.AlphaDestinationBlend=Blend.InverseSourceAlpha; _blendState.ColorSourceBlend=Blend.One; _blendState.ColorDestinationBlend=Blend.InverseSourceAlpha;
Image looks better than above:
But then alpha doesn't work, using 100 as alpha would replace the background with white.
What BlendState
should we use to get our desired effect from SpriteBatch? We are OK to use a different color such asColor.Black
there is another way to get it to work.
*PS - another nice feature would be if we could useColor.Red
to "tint" a texture, but we want it to work in general first.
1楼回答:
Try setting premultipliedAlpha
tofalse
for those .png's in your Content Project.
Unfortunately, I don't know how to resolve this issue when usingTexture2d.FromStream()