Comments (2)
For now you have to choices:
1) Do not use Differential Frames: That means every frame of the apng is a complete image, so BlendOps is no longer needed (Because every frame have no relation to it's prior).
2) Calculate the new color by yourself: Do some calculation so you can simulates the blending procedure.
As now I am working on content pipeline and in it we can not use D3D-related functions (like RenderTarget) to blend frames, I will implement the 2nd solution in the future.
The "BlendOps" in the code is not the "BlendOps" that in DirectX. Here thay are just a Enumeration :) .
As I know, MonoGame supports the BlendState: http://stackoverflow.com/questions/10463629/monogame-blendstate-2d-spritebatch.
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Thank you so much, that is what I was looking for.
Incase anyone else comes across this here's how to solve it.
I had assumed BlendOps was a DirectX function when it was actually an Enum from the LibAPNG project.
Make sure to reference the LibAPNG project if you need to make use of it, that's what I forgot to do.
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Related Issues (4)
- Loading up apng from program resources? HOT 1
- Nuget package HOT 2
- Writing file HOT 3
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