Hi,
For those (like me) who rarely read slashdot and missed this:
http://www.onlamp.com/pub/a/onlamp/2003/12/11/myths.html
This is an article which sums up a number of myths about open source
software, as well as talking about ways that some of them can be
addressed. A number of these are
Raphaël Quinet wrote:
On Fri, 12 Dec 2003 14:41:08 -0600, Stephen J Baker [EMAIL PROTECTED] wrote:
MIPmapping works by creating successively reduced resolution images -
each (typically) half the resolution of the previous one.
When a MIPmapped image has alpha, this down-filtering produces
On Mon, Dec 15, 2003 at 07:43:39AM -0600, Stephen J Baker wrote:
But that assumes that alpha is pre-multiplied into the RGB's - which is
not the case for either DirectX or OpenGL's hardware texturing.
Both OpenGL and DirectX can handle premultiplied alpha just fine. Just use
additive blending
Hi Raphaël,
I think everyone has more or less had their say on the thread -
can I just sum up the salient points?
Raphaël Quinet wrote:
I agree. This is what the GIMP does and I was definitely not
suggesting to change this, so I think that you misunderstood what I
wrote. The GIMP will keep
Shrinivas Kulkarni wrote:
Can anybody point me to examples about how to use gimpwire lib?
Hi Shrinivas,
I don't know if there are any such examples outside GIMP cvs.
Inside CVS, use of gimpwire is limited to libgimpbase/gimpprotocol.c,
and that might be a good place to start. The functions in
David Neary wrote:
For the moment, unless I am mistaken, you are the only person to
have stated that they consider the current behaviour wrt
transparency flawed.
I'd just like to say that I somewhat agree with Raphaël.
Using alpha for 'hiding' and unhiding is conceptually wrong,
it's quite