Raster

Can u tell me how to implement pixed based alphablending where alpha channel is 
in a seperate framebuffer(/dev/fb/2). that is to say. for example,if I draw a 
rectangle on (/dev/fb/0) using(/dev/fb/2) as its alpha channel, I will look 
throught the rectangle and see the layer below(/dev/fb/1, a video layer)

Thanks

any suggestions is apprieated
Jiao

----- Original Message ----- 
From: "Jiao" <[EMAIL PROTECTED]>
To: "Carsten Haitzler (The Rasterman)" <[EMAIL PROTECTED]>
Sent: Wednesday, April 26, 2006 9:42 AM
Subject: Re: [directfb-dev] Anybody know this? thanks in advance


> 
> ----- Original Message ----- 
> From: "Carsten Haitzler (The Rasterman)" <[EMAIL PROTECTED]>
> To: "Jiao" <[EMAIL PROTECTED]>
> Sent: Tuesday, April 25, 2006 2:27 PM
> Subject: Re: [directfb-dev] Anybody know this? thanks in advance
> 
> 
> > On Tue, 25 Apr 2006 13:06:12 +0800 "Jiao" <[EMAIL PROTECTED]> babbled:
> > 
> > > Hi carsten, 
> > >   Thank for your precious help.
> > > 
> > > In my hardware
> > > fb1(video) accept yuv data
> > > fb0(16bit,RGB 5:6:5 format)
> > > fb2 three bits , eight level alphablending
> > > I want to find a guide or reference,I notice other gfxdrivers in DFB 
> > > release,
> > > but still not very clear. 1 should I implement fillrectable 
> > > ,blit,stretchblt
> > > with alpha support ? 
> > 
> > well the problem is the alpha channel is separate from the pixels, so you
> > probably want to implement an ARGB overlay that is emulated in 32bit ARGb 
> > then
> > downrendered to 16bit 565 AND then the alpha plane filled in with the alpha
> > channel reduced to 8 bits. that would be what i would do as it would be the
> > sanest interface for it - but that's just me. so you use the software 32bit
> > ARGB routines for blit, stretchblit etc. on the ARGB overlay (and fb1 being 
> > a
> > yuv plane - same thing) and then track updated regions then at some point 
> > copy
> > those regions to fb1 and fb2 while converting to 16bpp and 3bit alpha
> 
>     Thank for your reply.yes, that is what I want to do. that is to say, fill 
> rectangle and blit with alpha channel support(set  alpha(0-255) into 3 bits  
> corresponding the updated rect),but I don't know if it's a correct way.  
> since alpha blending between layer, is not same with general alpha blending. 
> and I have no gfxdrivers in DFB  implemented like it. 
>     So if I think, may be I should support alphablending in fuction 
> (InitLayer, TestRegion,SetRegion) to ,meet our requirements, but I'm not 
> sure. I'm investigatting it.
> 
> Thank again for your help&May you happy!
> 
> > 
> > > Best regards
> > > Jiao
> > > 
> > > 
> > > ----- Original Message ----- 
> > > From: "Carsten Haitzler (The Rasterman)" <[EMAIL PROTECTED]>
> > > To: "Jiao" <[EMAIL PROTECTED]>
> > > Cc: <[email protected]>
> > > Sent: Tuesday, April 25, 2006 10:58 AM
> > > Subject: Re: [directfb-dev] Anybody know this? thanks in advance
> > > 
> > > 
> > > > On Tue, 25 Apr 2006 10:44:29 +0800 "Jiao" <[EMAIL PROTECTED]> babbled:
> > > > 
> > > > > I want to write a gfxdriver, In my hardware, there are three layer, 
> > > > > vid
> > > > > (fb1)--osd(fb0) and an  attribute layer(fb2), fb2 is used to control 
> > > > > alpha
> > > > > blending between osd(fb0) and vid layer(fb1), I quite confused about 
> > > > > how
> > > > > to write the gfxdriver, can anybody give me some advice? 
> > > > > 
> > > > > Thank in advance 
> > > > 
> > > > what is in fb1? a bitmask or unsigned bytes with values (0-7? for 8 
> > > > levels
> > > > of alpha?) that map pixel for pixel with fb1?
> > > > 
> > > > -- 
> > > > ------------- Codito, ergo sum - "I code, therefore I am" --------------
> > > > The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]
> > > > 裸好多
> > > > Tokyo, Japan (東京 日本)
> > > 
> > 
> > 
> > -- 
> > ------------- Codito, ergo sum - "I code, therefore I am" --------------
> > The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]
> > 裸好多
> > Tokyo, Japan (東京 日本)
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