What problem does it solve?
Translucent Gum content rendered through the raylib backend can appear darker in-game than in the Gum tool, and developers struggle to trace whether the fault lies in their own compositing code or in the renderer's blend-mode handling.
Core Features & Use Cases
- Pipeline Architecture Map: Explains how Renderer.Draw routes scissor, blend, and shader state changes through BatchDrawCallCounter, and why per-element renderables wrap draws in BeginBlendMode/EndBlendMode.
- Known Gap Documentation: Details how Blend.Normal and Additive bypass the render-target premultiply pass in BeginRenderTargetBlend, tracked in issue #4204.
- Alpha-Channel Gotcha Analysis: Explains why raylib's canned BlendMode.Alpha produces incorrect destination alpha, causing darkening when a render target is composited a second time.
- Use Case: A host application bakes Gum's draw output into its own RenderTexture2D and blits it to the window; translucent regions look darker than in the Gum tool, and this Skill identifies the double-alpha multiplication as the cause and prescribes a replace-copy composite.
Quick Start
Explain why my translucent Gum UI looks darker in my raylib game than in the Gum tool and how to fix the compositing pass.