# HGE Blending modes To specify a HGE blending mode, unite one of the constants from each pair using C-language bitwise or operator (|):
    #define	BLEND_COLORADD    1
    #define	BLEND_COLORMUL    0

    #define	BLEND_ALPHABLEND  2
    #define	BLEND_ALPHAADD    0

    #define	BLEND_ZWRITE      4
    #define	BLEND_NOZWRITE    0
BLEND_COLORADD The vertex color is added to a texture's texel colors, resulting in texture lightening. The vertex color 0x00000000 makes no effect. BLEND_COLORMUL Texture's texel colors are multiplied by the vertex color, resulting in texture darkening. The vertex color 0xFFFFFFFF makes no effect. BLEND_ALPHABLEND The object's pixel colors are alpha-blended with the pixels already on the screen when rendering. Use this for usual objects rendering. BLEND_ALPHAADD The object's pixel colors are added to the pixels already on the screen when rendering. Use this to create lighting effects. BLEND_ZWRITE Write the pixels' Z-order to the Z-buffer when rendering. When using Z-buffer, use this for opaque objects. BLEND_NOZWRITE Don't write the pixels' Z-order to the Z-buffer when rendering. When using Z-buffer, first, render all opaque objects, then use this to render all semi-transparent objects. Default blending constants combinations:
    #define BLEND_DEFAULT
    	(BLEND_COLORMUL | BLEND_ALPHABLEND | BLEND_NOZWRITE)
    #define BLEND_DEFAULT_Z
    	(BLEND_COLORMUL | BLEND_ALPHABLEND | BLEND_ZWRITE)
## Requirements Header: hge.h ## See also Triple structure, Quad structure