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Composite Operation on StageGL? #1029
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Yes, it's working ! You can use: normal | multiply | screen | overlay | darken | lighten | color-dodge |color-burn | hard-light | soft-light | difference | exclusion | hue | |
Thanks @Pi-Bouf - how do we apply the mix-blend-mode property to an object in CreateJS? |
Like this:
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Hi @Pi-Bouf compositeOperation is what I am using and it is not working. Is there an update since Easel V1 that needs to be used? If I set the stage to stageGL obj.compositeOperation = "difference"; does not work - if I use a regular stage then it works. I am applying it to a cached shape. If this should work or works for you guys, then I can put together a CreateJS based test - right now I am testing in ZIM which makes the CreateJS objects in the background. Thanks - sorry to be a bother. |
No problem my dude ! :D @danzen I never touch the StageGL (because i can't make a linear background), so i can't help you on it... I only use compositeOperation on regular stage, sorry ! |
Hello @danzen Have you find a solution ? I have same problem now, I understand x) |
@Pi-Bouf Just did some more checking around and am not sure. I could not find anything specific that said it can't be done in general. I saw some posts saying you can apply composite operation on a 2D canvas and then write to the gpu canvas - but they all say it is slow. So... let us know if anyone has any thoughts. For now... if I need it I overlay a 2D canvas - or just use the 2D canvas and not a GPU one. I an sure @gskinner or @lannymcnie would know off the top of their head... |
Oh shit... x) But I have an idea: if you make sprite and you cache it, it works ! I will try today... |
OK, it don't work like this, it's just more... lighted ! |
Do you have a background shape on the canvas? You might need that to get the proper composite operation effect... |
Yes ! :/ It don't work ! I try with Easeljs NEXT, there are some other WebGL things for the composites operations |
Hey folks - does compositeOperation work on StageGL? I can't seem to get it working. It might be related to #943.
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