| Summary: | Problem with transparency management | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Alain <alain.Bonnefoy> |
| Component: | render | Assignee: | Sam Lantinga <slouken> |
| Status: | RESOLVED ABANDONED | QA Contact: | Sam Lantinga <slouken> |
| Severity: | critical | ||
| Priority: | P2 | CC: | alain.Bonnefoy |
| Version: | 2.0.8 | ||
| Hardware: | All | ||
| OS: | Linux | ||
| Attachments: | My stuff to verify the problem | ||
|
Description
Alain
2018-09-12 09:14:27 UTC
I also tried to play with SDL_ComposeCustomBlendMode() and it's not better and even worst as it's not possible to set the target texture transparency value anymore. It's opaque or transparent. Anyway, the rendering of the white disk is not better with any of the 32000 or more commbinations. tested with openGLES2 accelerated After looking deeply in the SDL, my apologies, alpha blending is well computed. It's just that alpha blending is not the right way to process multi layers mapping. For this, according to our experiments, the following formula would give good results in multi layers, dRGB=sRGB*(1-sA)+dRGB*sA*dA Unfortunately, the second term cannot be computed with custom blend modes. :-( I would be very interested to know how gimp process the layers. Didn't take time to look at this... Then the last rendering (on the screen) would be done in classic alpha blendig. |