>a) is used for aa text; however, sometimes (haven't yet found out why)
>the alphaType argument to this is not PICT_a8 as one would expect, but
>PICT_a8r8g8b8.
>
>I don't quite get the logic behind this. What's the CPUToScreenTexture 
>hook for if CPUToScreenAlphaTexture should be able to deal with ARGB 
>textures? And how should the "red", "green" and "blue" arguments 
>correlate with the RGB contents of this odd texture?

a) Is used whenever you want to combine a per-pixel alpha with a
diffuse color. Text, as you said is the common case but I think there
were other intentions...

I've seen some screenshots on Keith's site that show using a window's
own alpha channel as a drop shadow. In order for that to work you
would need to get an argb input (the offscreen copy of the full
window contents) but only use the "a" and use the diffuse rgb as
provided. Maybe that is the intended use?


-Matt

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