<node3d>.blendFunc

Sets the OpenGL blend function of the node.

 

<node3d>.blendFunc(
    src    
    dst    
    srcAlpha = viz.AUTO_COMPUTE    
    dstAlpha = viz.AUTO_COMPUTE    
    node = ''    
    op = viz.OP_DEFAULT    

)

 

src

One of the following blend factor constants:

viz.GL_ZERO
viz.GL_ONE
viz.GL_SRC_COLOR
viz.GL_ONE_MINUS_SRC_COLOR
viz.GL_SRC_ALPHA
viz.GL_ONE_MINUS_SRC_ALPHA
viz.GL_DST_COLOR
viz.GL_ONE_MINUS_DST_COLOR
viz.GL_DST_ALPHA
viz.GL_ONE_MINUS_DST_ALPHA
viz.GL_SRC_ALPHA_SATURATE
viz.GL_CONSTANT_COLOR
viz.GL_ONE_MINUS_CONSTANT_COLOR
viz.GL_CONSTANT_ALPHA
viz.GL_ONE_MINUS_CONSTANT_ALPHA


dst

One of the blend factor constants above


srcAlpha = viz.AUTO_COMPUTE

One of the blend factor constants above or viz.AUTO_COMPUTE to use the same value as src.


dstAlpha = viz.AUTO_COMPUTE

One of the blend factor constants above or viz.AUTO_COMPUTE to use the same value as dst.


node = ''

Name of sub-node to apply changes to


op = viz.OP_DEFAULT

Can be viz.OP_DEFAULT to use the nodes default op mode or a combination of the following values:

Op modes

viz.OP_TRAVERSE

When performing an operation on a node, traverse the entire subgraph and process all subnodes as well. This is the default value.

viz.OP_OVERRIDE

When applying attributes, have them override attributes of subnodes.

viz.OP_ROOT

When performing an operation on the node, start at the root transform of the node, instead of the model. Processing the root will include all child Vizard nodes.


Remarks

For more information, see the OpenGL documentation for glBlendFuncSeparate.

Return Value

None

See also

<node3d>.alpha
<node3d>.alphaFunc
<node3d>.blendColor