On Sat, Mar 17, 2012 at 3:33 PM, Phillip Nguyen <[email protected]>wrote:

>
> One more quick note:
>
> The quartz image loader now automatically loads in images with
> premultiplied alpha by default.  There doesn't seem to be any easy way
> around this.  So this means that you should use the correct blending
> function for premultiplied alpha, which is
>
> glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
>
> or if using the sprite module, set your sprite's blend_src to GL_ONE.
>
> Otherwise, you'll end up with dark fringes around your images.
>
> --phillip


What are peoples thoughts are normalising this by making pre-multiplied
alpha the default for loaders on all platforms?

It seems like a win-win to me.

-- 
Tristam MacDonald
System Administrator, Suffolk University Math & CS Department
http://swiftcoder.wordpress.com/

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