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author | rodri <rgl@antares-labs.eu> | 2024-09-11 20:48:13 +0000 |
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committer | rodri <rgl@antares-labs.eu> | 2024-09-11 20:48:13 +0000 |
commit | 09ffa3cfc72a10e82c5c68f4010d1c518f0c3328 (patch) | |
tree | be398761d4f406071417a0b021803d494aa90c11 /readme | |
parent | 8806aad87f7be2d2e82c7db2b9f0978246e5a747 (diff) | |
download | libgraphics-09ffa3cfc72a10e82c5c68f4010d1c518f0c3328.tar.gz libgraphics-09ffa3cfc72a10e82c5c68f4010d1c518f0c3328.tar.bz2 libgraphics-09ffa3cfc72a10e82c5c68f4010d1c518f0c3328.zip |
change the raster format to RGBA32. draw to any image format. clean up.
got rid of the bullshit dance between XRGB32 and RGBA32, now
all rasters are RGBA32 and premultiply alpha before loading
up an image and drawing over the destination. this lets the
user compose their own scenes with correct transparency.
no more mediocre clearcolor.
as a consequence drawing got slower, but if i get the turbo
drawing pool working properly that should go away.
textures also take alpha pre-multiplied channels into account,
dividing them when sampling, so loading transparent textures
will show the correct colors.
Diffstat (limited to 'readme')
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