Re: [AD] memory bitmap blending |
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On 2008-11-28, Trent Gamblin <trent@xxxxxxxxxx> wrote: > On Fri, November 28, 2008 3:50 pm, Trent Gamblin said: > > On Fri, November 28, 2008 3:39 pm, Peter Wang said: > >> In case you didn't know already, these combinations aren't yet fixed: > >> > >> src=ONE, dest=ALPHA > >> src=INVERSE_ALPHA, dest=ONE > >> src=INVERSE_ALPHA, dest=INVERSE_ALPHA > >> > >> Additionally there are obvious visual differences with these: > >> > >> src=ONE, dest=ONE (overexposed look) > >> src=ONE, dest=ALPHA (overexposed at a=0.5) > >> src=ALPHA, dest=ONE (overexposed at a=0.0) > >> src=ALPHA, dest=ZERO (mysha invisible at a=0.5) > >> src=ALPHA, dest=ALPHA (overexposed) > >> src=INVERSE_ALPHA, dest=ALPHA (mysha invisible at a=0.5) > > > > Ok, I'll take a look at those and see what I can do. > > I just looked at all of them and they look identical on Windows/D3D. Here are screenshots of what I see for the first three. (low quality to avoid spamming the list) src=INVERSE_ALPHA, dest=ONE src is mysha, a=0.0, so there should be a contribution from mysha right? src=INVERSE_ALPHA, dest=INVERSE_ALPHA a=0.0, so the contribution from both should be full Unless I'm misunderstanding how the blending should work? Peter
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