Colormaps cause sprites w/ additive blending to render incorrectly
Additive blending causes the RGB values of a sprite to be added to the pixels "below", creating the effect of the sprite glowing. Under this logic, black pixels should appear as translucent on a sprite using additive blending, as it has RGB values of (0,0,0). However, sector colormaps can cause black pixels to become visible. I assume this is due to the colormap being processed before the blend mode. This occurs in both software and OpenGL. It occurs in both 2.2.10 and 2.2.11-pre1. You could argue that this is expected or intentional, but I don't understand why this would be desired.
Software | OpenGL |
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The base sprite:
Screenshots from 2.2.10.
Edited by PencilVoid