I didn't remove anything. There was never any support for
componentAlpha. I just made XAA aware that it didn't support
it.
You removed the ability for a driver to support accelerated component
alpha on a XFree 4.4.0 binary. If this is now the most common case
then why wouldn't a driver want
On Tue, 27 Jan 2004, Sottek, Matthew J wrote:
I didn't remove anything. There was never any support for
componentAlpha. I just made XAA aware that it didn't support
it.
You removed the ability for a driver to support accelerated component
alpha on a XFree 4.4.0 binary. If this is now
Can anyone explain the meaning of a8r8g8b8 pure alpha textures?
The two hooks for render acceleration are
a) CPUToScreenAlphaTexture (should be PICT_a8)
b) CPUToScreenTexture (like eg PICT_a8r8g8b8)
a) is used for aa text; however, sometimes (haven't yet found out why)
the alphaType argument to
On Mon, 26 Jan 2004, Thomas Winischhofer wrote:
Can anyone explain the meaning of a8r8g8b8 pure alpha textures?
It's probably a bug that XAA is letting those through.
a8r8g8b8 alpha masks mean one of two things:
1) If componentAlpha is set, it's 4 alpha masks which act separately
on the
Mark Vojkovich wrote:
On Mon, 26 Jan 2004, Thomas Winischhofer wrote:
Can anyone explain the meaning of a8r8g8b8 pure alpha textures?
It's probably a bug that XAA is letting those through.
a8r8g8b8 alpha masks mean one of two things:
1) If componentAlpha is set, it's 4 alpha masks which act
On Mon, 26 Jan 2004, Thomas Winischhofer wrote:
Mark Vojkovich wrote:
On Mon, 26 Jan 2004, Thomas Winischhofer wrote:
Can anyone explain the meaning of a8r8g8b8 pure alpha textures?
It's probably a bug that XAA is letting those through.
a8r8g8b8 alpha masks mean one of two
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
Mark Vojkovich wrote:
What if some hardware supported this? Wouldn't it be better to set a
flag in the Flags field submitted to the driver's SetUpCPU...()
function? Or/and perhaps let the driver specify a flag in the
CPUToScreenAlphaTextureFlags, like XAA_RENDER_COMPONENT?
If you want to
Sottek, Matthew J wrote:
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
On Mon, 26 Jan 2004, Thomas Winischhofer wrote:
I do now understand that r, g, b can contain separate alpha values for
each component (which I easily could support in my driver since I first
need to build an accelerator-suitable texture anyway). What is supposed
to happen with the
On Mon, 26 Jan 2004, Sottek, Matthew J wrote:
I am given a constant r, g and b as each a separate parameter, and an
a8r8g8b8 texture which by Mark's explanation is for providing an alpha
value for each of the r, g, b components. But the format is _a8_r8g8b8;
if the components' alphas are in
Mark Vojkovich wrote:
On Mon, 26 Jan 2004, Thomas Winischhofer wrote:
Sottek, Matthew J wrote:
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.
Keith Packard wrote:
Around 0 o'clock on Feb 28, Thomas Winischhofer wrote:
The hardware I am dealing with does not support ARGB textures (at least
not in 2D level, and I don't want to mess with DRI), but alpha blended
bit blits.
Using the '3D' hardware needn't entail dealing with DRI. The
The hardware I am dealing with does not support ARGB textures (at least
not in 2D level, and I don't want to mess with DRI), but alpha blended
bit blits.
The difference being: While ARGB textures contain an alpha value for
each pixel, the alpha blended bit blits render with a static alpha
On Fri, 28 Feb 2003, Thomas Winischhofer wrote:
The hardware I am dealing with does not support ARGB textures (at least
not in 2D level, and I don't want to mess with DRI), but alpha blended
bit blits.
The difference being: While ARGB textures contain an alpha value for
each pixel, the
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