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BlendTypes Enumeration

Represents the blend mode to be used in the transparent imaging model.

Namespace:  Patagames.Pdf.Enums
Assemblies:   Patagames.Pdf.Xamarin.iOS (in Patagames.Pdf.Xamarin.iOS.dll) Version: 4.68.2704
  Patagames.Pdf (in Patagames.Pdf.dll) Version: 4.68.2704
Syntax
public enum BlendTypes
Members
  Member nameValueDescription
FXDIB_BLEND_UNSUPPORTED-1 Unsupported blend mode.
FXDIB_BLEND_NORMAL0 The foreground color is fully opaque, except for objects for which the opacity is set to less than 100 percent.
FXDIB_BLEND_MULTIPLY1 The Multiply blend mode always creates a darker color (except when the foreground or background color is white, in which case no change occurs). Multiply is like overprinting two inks. For example, setting a yellow box to Multiply and putting the box over a blue area would give you green.
FXDIB_BLEND_SCREEN2 The Screen blend mode (which some other applications call "light") is like projecting two or more colored lights at a white wall. The result is almost always lighter than the original colors. If you position a red path, a green path, and a blue path on top of each other and set them to the Screen blend mode, the result is white.
FXDIB_BLEND_OVERLAY3 Overlay combines Multiply and Screen blend modes. The parts of the top layer where the base layer is light become lighter, the parts where the base layer is dark become darker. Areas where the top layer are mid grey are unaffected.
FXDIB_BLEND_DARKEN4 This mode compares the color channels of the foreground and background colors and uses the darker of the two.
FXDIB_BLEND_LIGHTEN5 The Lighten blend mode (which some applications call "brighten") compares the color channels of the foreground and background colors and uses the lighter of the two.
FXDIB_BLEND_COLORDODGE6 In Color Dodge mode, the color channels of the background color are brightened based on the color channels in the foreground color. If the foreground color is black, then the mode has no effect. Anything brighter than black dodges ("lightens") the background. The result is often lighter than the Screen blend mode.
FXDIB_BLEND_COLORBURN7 Here, the background colors are darkened based on the foreground colors. A black foreground color gives you black, and a white foreground color has no effect.
FXDIB_BLEND_HARDLIGHT8 Hard Light combines Multiply and Screen blend modes. Equivalent to Overlay, but with the bottom and top images swapped.
FXDIB_BLEND_SOFTLIGHT9 This is a softer version of Hard Light. Applying pure black or white does not result in pure black or white.
FXDIB_BLEND_DIFFERENCE10 In the Difference blend mode, Microsoft Expression Design mathematically subtracts each color channel of the foreground object from the color channel of the background color. If two colors are identical, the result is black. If the two colors are on exactly opposite sides of the color spectrum (such as red and cyan), the result is white. This blend mode produces interesting but sometimes unexpected results, especially with soft-edge paths in bright colors.
FXDIB_BLEND_EXCLUSION11 The foreground object acts as an eraser through all objects below it on the same layer. Any object on a different layer underneath shows through.
FXDIB_BLEND_NONSEPARABLE21 Non separable blend mode.
FXDIB_BLEND_HUE21 The Hue blend mode preserves the luma and chroma of the bottom layer, while adopting the hue of the top layer.
FXDIB_BLEND_SATURATION22 The Saturation blend mode preserves the luma and hue of the bottom layer, while adopting the chroma of the top layer.
FXDIB_BLEND_COLOR23 The Color blend mode preserves the luma of the bottom layer, while adopting the hue and chroma of the top layer.
FXDIB_BLEND_LUMINOSITY24 The Luminosity blend mode preserves the hue and chroma of the bottom layer, while adopting the luma of the top layer.
Remarks

Photoshop’s hue, saturation, color, and luminosity blend modes are based on a color space with dimensions that the article HSL and HSV calls hue, chroma, and luma.

Because these blend modes are based on a color space which is much closer than RGB to perceptually relevant dimensions, it can be used to correct the color of an image without altering perceived lightness, and to manipulate lightness contrast without changing the hue or chroma. The Luminosity mode is commonly used for image sharpening, because human vision is much more sensitive to fine-scale lightness contrast than color contrast.

See Also