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OpenGL depth testing and blending not working simultaniously
I'm currently writing a gravity-simulation and I have a small problem displaying the particles with OpenGL.
To get "round" particles, I create a small float-array like this:
for (int n = 0; ...
Paul Aner
Votes: 0
Answers: 1
Diffrent blending mode results between Safari and the other browsers
I guess this issue does not have solution but yet I'd like to ask you.
I am playing with Tailwind and blending modes but I am getting different results only in Safari browser. It looks like Safari ble...

TomRavn
Votes: 0
Answers: 1
Blend equation considering target alpha, that leaves source color untouched when target alpha is 0
The "normal" source-over blend equation is
outColor = srcAlpha * srcColor + (1 - srcAlpha) * dstColor
This equation does not consider the destination alpha, and as such produces poor results...
Phrogz
Votes: 0
Answers: 1
Additive blending mode destroying colour in point material Three.js, is there a better way?
I'm trying to add a map to a point material that has a coloured texture in Three.js. I've tried using additive blending and the map attribute to achieve a rounded point as opposed to a square one but ...
o.no
Votes: 0
Answers: 1