With glColor this is not possible, as far as I know, because of the [0, 1]-clamping.
Yes, that's what I said. That's why I said "something like", "something equivalent".
So you want to make the destination color lighter (not darker)?
Exactly
I really have almost no knowledge at all of GL... don't know what "color of a geometry" or "resulting fragments" mean >_>
Note: it's not just the whole screen I wanna tint, I also wanna be able to apply it to
RPG Maker 2003, an application to create RPGs, had a tint function. Pretty much exactly what I wanna do. Here are some screenshots, hope they help understand =/
Normal color:Tint at 150% (equivalent to 1.5f):Tint at 200% (equivalent to 2f)These are just examples, I want to be able to control RGB separatedly, too. Note that 200% is really pure white. So the function for 100% to 200% would be different than the one from 0 to 100%. The one from 0% to 100% would behave exactly like glColor, so for those cases, glColor suits me.
Anyhow, it seems this can't be done with just one function, so maybe it can be done with blend, and I'll have to learn about that (because I trully have almost no knowledge of GL)
You mean glColor(2, 2, 2) would be:
- If used as the source color of a geometry, the resulting fragments will affect the destination color of the pixel in the color buffer as follows: dst' = RGB(2 * dst.r, 2 * dst.g, 2 * dst.b) ?
Yes, that's what I want. Sort of, anyways.
After checking out glBlendFunc, I can't come up with anything that works fine without drawing the image more than once.