On 11 May, Keith Packard wrote:
> unification between translucency and partial pixel coverage.  At the pixel 
> level, partial coverage is indistinguishable from translucency.

Isn't it less misleading to say partial coverage is indistinguishable
from a transmissivity less than one.  Translucency usually implies some
degree of dispersive effects.  E.g. translucent objects cause blurring
of the background object, not merely reduced light transmission.

I'm being a nitpicker because when you use alpha to manage edge effects,
you are assuming that alpha behaves like transmissivity.  And the
various problems with text and gamma are the result of alpha not
implementing transmissivity.  The OpenGL specification states that alpha
shall implement transmissivity, but the DirectX specification states
that alpha implements voltage interpolation.  Since voltage
interpolation is immensely easier to implement in hardware, all of the
affordable PC graphics cards only support voltage interpolation.

If we wanted to put in the effort, Render could define a software
implementation (with some new pixrect definitions required) that truly
did implement transmissivity computations.  This would prevent use of
hardware accelerations but give more pleasing results.  For some of
today's fast processors it might even have acceptable performance.

R Horn

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