On Mon, 18 Oct 2010 12:57:25 -0500 Rendaw <[email protected]> said:
> On 10/18/2010 02:49 AM, Carsten Haitzler (The Rasterman) wrote: > > you are not producing a premultiplied alpha result. fix that and presto. :) > I guess I sort of expected glx to handle that, since, should it not, I'd > have to change all my calls to glBlendFunc/glColor, glClearColor, and yup. you need to change them. as such it won't hurt - you should use premul argb anyway. there is no other sane way to do destination alpha rendering and keep rendering correct - so if you ever render to an fbo for example - you'll need this mode if you ever want that fbo to have an alpha channel of its own etc. > all my shader code, right? Or is there an easier way to get > premultiplication? Well, I guess transparent applications aren't > exactly common, anyways. well that depends what you are doing in your shaders :) and also what your textures are. as such i moved my entire rendering pipeline to premul ages ago - textures are premul argb, as are fbo's, buffers and everything. once youa re there life is easy. > Anyways, thanks, I got it working! Thank goodness I was wrapping all my > OpenGL calls and not using any shaders! Or something. -- ------------- Codito, ergo sum - "I code, therefore I am" -------------- The Rasterman (Carsten Haitzler) [email protected] _______________________________________________ [email protected]: X.Org development Archives: http://lists.x.org/archives/xorg-devel Info: http://lists.x.org/mailman/listinfo/xorg-devel
