[Scummvm-devel] On Overlays (portes please read!)

J.Brown (Ender/Amigo) ender at enderboi.com
Thu Sep 19 08:02:07 CEST 2002


Why would this be hard on hardware...

You might have to do a simple RGBA to another format, but I don't see what
the problem is. Eg, for the OpenGL backend you would just use the direct
RGBA data as a texture, using per-pixel-alpha on the alpha channel.

<shrugs, confused>

 - Ender


On Thu, 19 Sep 2002, Max Horn wrote:

> Date: Thu, 19 Sep 2002 15:08:32 +0200
> From: Max Horn <max at quendi.de>
> To: "J.Brown (Ender/Amigo)" <ender at enderboi.com>
> Cc: Marcus Comstedt <marcus at mc.pp.se>, scummvm-devel at lists.sourceforge.net
> Subject: Re: [Scummvm-devel] On Overlays (portes please read!)
>
> At 6:48 Uhr -0500 19.09.2002, J.Brown (Ender/Amigo) wrote:
> >I say, commit a patch using some form of RGBA for the actual overlay, but
> >ignore alpha for the time being.
> >
> >We can do alpha easily enough in software, later on, but for the moment
> >alpha isn't a "Must have", just a feature that would be very nice to add
> >later on.
>
> I think I must have badly misexpressed myself: I already work on
> alpha support alpha in software. There are some issues I have to fix
> up currently, but no fundamental problems. The reason we where
> discussing it here is mostly that I just don't see a good way to
> allow it to be hardware accelerated.
>
>
> Max
> --
> -----------------------------------------------
> Max Horn
> Software Developer
>
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