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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