The Dink Network

Reply to Re: Dink HD - Good Shadows Patch

If you don't have an account, just leave the password field blank.
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
September 17th 2017, 04:28 AM
Peasant Male Sweden steam
Fair enough! I guess compability with D-Mods greatly outweigh the drawbacks of performance costs!

Wow, that is very exciting to learn Dink HD supports BMPs with alpha. This is reason enough to make a Dink HD exclusive D-Mod in my book!

Now that you have been looking a bit closer at the graphics pipeline, do you have any idea how hard it would be to expose blending properties of sprites in dinkC? It would be so cool if you could set fireballs or fireplaces to additive blending so they brighten the pixels behind them instead of replacing them. This should already be a function in openGL, so I assume it would be as simple as adding a property on the sprite objects? Is the problem that it would break compatibility with other dmods if things like that would be added?