Make a Circle Fade? - sketch-3

I have the following image. I am using Sketch.
How can I make the white circle fade into the Green background?

You can make a fade effect by adding gradient to your circle from white (circle color) to transparent.
That's how it will look :

Related

LibGDX - change the inside color, not border

I have a rounded square texture, drawn in paint, with black border. How can I change only the inner color without changing the border color?
EDIT: I did it, but I want to ask if it can be done without using another texture? I also wonder if there is a connection between this and 9patch as in scaling. Can we use that or is there something like that?
You can tint whatever it is what you are drawing, using SpriteBatch. This means that color you specify is multiplied with the color of the image. For example if your image is a white rounded rectangle with a black border and you tint it using the color purple then the inside will be purple and the border will remain black. You didn't provide enough information to be more specific. But if you are for example using the Sprite class then you can use the setColor method to tint it. Likewise if you are using the Image class. If you are drawing the "texture" directly using SpriteBatch then you can use the setColor method of the SpriteBatch.

SVG - make inner part of rectangle completely transparent

Is there a possibility to make a part of svg rect transparent? f.x. it has width 100px, and between 40 and 70 px it is transparent. Problem is - the central part should be really transparent and show elements below, it should be not filled with background color like mask.
Thank you in advance.
Use a clipPath to define which parts of your SVG should be transparent.
Complete example here.

Clipped SVG polygon receives mouse events

Here are the facts:
I have a div with rounded corners containing an SVG element with rounded corners that creates a circle.
Inside the circle (SVG) I am drawing four polygons that make out different circle quadrants.
The polygons respond to hover by changing color - so that when a user mouse is over a specific quadrant in the circle - it lights up.
The SVG and the div containing the SVG both have overflow:hidden CSS directive.
When I mouse over an area outside the circle (but inside the clipped rectangle of the polygon) - the corresponding quadrant lights up...
Why is the element responding to mouse over even though I am hovering over a clipped area?
How can I make sure this will not happen? (without creating occluding transparent elements - I want to be able to touch something in the layer below...).
EDIT:
added fiddle as requested:
http://jsfiddle.net/JVQD8/
In the fiddle - note that the surrounding div is bordered with a red line.
the polygons (in blue) are clipped by the red border (div), and when you hover over a polygon it becomes a lighter shade of blue.
The polygon highlights outside the area of the red circle border if on the polygon.
Edit:
As commented by Robert Longson, there is no problem at all in Firefox.
However, in chrome the problem is as described, and in IE the SVG polygon is not even responding to hover.
So the question about chrome remains as is - only in chrome. How do i know if this is a bug that i should report, or if this is a designed behavioral difference?
Try experimenting with the pointer-events attribute.
https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/pointer-events

What color blending algorithm does MyPaint use?

I am confused with how does MyPaint blend color, here are what I did:
It has a background layer (initial white color).
Select a brush with some color and alpha < 1, paint some lines on the canvas.
When I paint at the same line, it will be deepen.
Change the background layer to any color or image, the line still look nice.
So, my questions are:
How does it blend color when I paint at the same place with alpha < 1?
How does it blend color between canvas and background layer?
Thanks.

webgl: white border when using transparency (alpha)

When rendering textures that have an alpha-channel, a white border appears around the non-transparent part (the border seems to be the pixels that have an alpha > 0 and < 1):
The original texture is created in illustrator and exported as a png. here it is:
(well, seems stackoverflow altered the image, adjusting pixels that are not completely opaque/transparent, so here is a link)
it is probably the blending, though i dont know what is wrong with the setup:
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
[Update]
Here is a rendered version, where i added a alpha-gradient to the left part of the texture (so it is getting from 0 opacity to 1 until the half)
this texture is the only texture rendered at this position. it seems to be whitest around a=0.5. really weird. the background is just a cleared color:
gl.clearColor(0.603, 0.76, 0.804, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// render objects here
the depth-function looks like:
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
any ideas? thanks a lot.
[Update 2]
Answering my own question: the effect occurs when the background-color of the canvas or the body of the html-page is white. I don't have an explanation, though.
Use premultiplied alpha and this problem will go away.
See: http://home.comcast.net/~tom_forsyth/blog.wiki.html#%5B%5BPremultiplied%20alpha%5D%5D
This is problem related to texturing linear interpolation. On borders, some interpolated pixels will take half white half green, and 0.5 alpha. You should modify your texture to extend your borders with one more green pixel, even if it is totally transparent.
What's your draw order? This looks like a depth buffering issue to me — you start with a white background, draw the thing with the border so that it's composited on the white, then draw the thing behind the thing with the border. Those areas where the border was blended with the original white background will have stored a value in the depth buffer equal to the depth of their plane, so when the object behind is subsequently drawn, its pixels are discarded in that area.
The general rule is to draw transparent objects after opaque objects, usually from back to front. If you're using additive blending then it's often good enough to disable the depth buffer after the opaque draw and draw them in any order.
When setting the FragColor in the shader, try multiplying the image RGB with the image alpha.

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