On Sat, 20 Oct 2001, Vadim Plessky wrote:

> |   32bits for an alpha mask is just overkill and a waste of bandwidth.
> |
> again, let's see what Radeon and  GeForse3 can do.
> May be, Mark Vojkovich can comment on this?

   Alpha is 8 bits.  SGI's Infinite Reality2 engine only has
12 bit alpha.  I think you'll see framebuffers go floating point
before you get larger alpha. 

   Basically, for cheesy desktop translucency effects (there are no
other types), 8 bits is more than enough.  Using more is, as
Raster claims, a waste of bandwidth. 


                        Mark.

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