class SFML::BlendMode

How source pixels combine with destination pixels when drawing. Use the named constants for the common cases:

window.draw(sprite, blend_mode: SFML::BlendMode::ADD)

ADD — bright shapes accumulate (great for glow / lighting) MULTIPLY — darken (shadows, screen-style overlays) MIN / MAX — pick the darker / brighter pixel NONE — overwrite, ignoring the destination ALPHA — the default; src*α blended onto dst

Build a custom mode with kwargs:

SFML::BlendMode.new( color_src: :src_alpha, color_dst: :one, color_eq: :add, alpha_src: :one, alpha_dst: :one, alpha_eq: :add, )