> I added software alpha blending routine in GdDrawImage(). Mr Sung Joo -
During the extensive porting of the Sony PSP and new ABGR framebuffer support, I relooked at the GdDrawImage code that you have gratefully contributed. There were still some consistency issues, mostly in documentation, on exactly the pixel and framebuffer format in use. I have heavily commented and in some cases rewritten the alpha channel drawing code, and would like you to have a look at it, and possibly test on the SCREEN_PIXTYPEs you tested below. I also added support for alpha blending in the new ABGR framebuffer format used in PSP. When handling images with alpha channel, for now we always convert to 0xAARRGGBB longword format, and then possibly reconvert or alpha-blend from there. All cases, including big and little endian are handled, but the fastest case, little endian .png files in MWIMAGE_RGB format, still do more bit-twiddling than is necessary. I am still looking into this, but didn't want to change everything all at once! The cases when converting to truecolor 3/3/2 or when #define ALPHABLEND 0 are still slow also. Thanks again for your contributions! Regards, Greg I have tested following case by using "nxview PNG_transparency_demonstration_2.png". ( only tested little endian. ) SCREEN_PIXTYPE = MWPF_TRUECOLOR0888 SCREEN_PIXTYPE = MWPF_TRUECOLOR888 SCREEN_PIXTYPE = MWPF_TRUECOLOR565 SCREEN_PIXTYPE = MWPF_TRUECOLOR555 SCREEN_PIXTYPE = MWPF_TRUECOLOR8888 Regards --------------------------------------------------------------------- To unsubscribe, e-mail: nanogui-unsubscr...@linuxhacker.org For additional commands, e-mail: nanogui-h...@linuxhacker.org