Yes, it behaves exactly as if you're drawing something colored to the screen... but if you forget to reset the drawing color to white (255,255,255,255) when drawing the canvas itself onto the screen, it will be tinted, as i said before.dusoft wrote: ↑Tue Apr 04, 2017 10:13 amWell, if this is correct behaviour, then I apparently don't seem to get the whole canvas coloring concept. You have written that it behaves like standard drawing on screen, but based on this example, it just clearly does not. I would also expect the same behaviour as otherwise the whole UX (in this case programmer's usage experience) is just mess.
Anyway, problem is the Love2D documentation on canvas is hardly user friendly and is rather confusing. E.g. the modes alpha, add, multiply etc. should be demonstrated also visually, not just in text.
And as s-ol said above, blendmodes put another layer of complexity on top of that. (for example, drawing your canvas with (alpha, alphamultiply) blendmode with the drawing color set to {anything, anything, anything, 0} will draw nothing, since the alpha value was zero, and the source pixels' colors were multiplied by that value)
I can't really explain it more clearer, instead of you drawing to the main window's "canvas", you are drawing onto a different one, then drawing that canvas onto the main window's canvas; both of those times (graphics -> your canvas; your canvas -> window canvas), the drawing operations are the same, both have the drawing color set by love.graphics.setColor applied to them. I'd want to think that the why part is straightforward, and that it's an easy mistake to fix.
Also, the online documentation is a wiki, if something's not clear to someone, then they can edit it using their forum account's username/password.