Hey, I just finished writing a blitter that handles combining per-surface alpha and per-pixel alpha and optionally blends the source and destination alphas. It is a little slow since I don’t have much experience with that sort of thing, but if anyone wants to check it out, just ask.
That’s an area I’m still having trouble with. I’d love to see what
you’ve done.
Lilith
Hey, I just finished writing a blitter that handles combining
per-surface
alpha and per-pixel alpha and optionally blends the source and
destination
alphas. It is a little slow since I don’t have much experience with
that
sort of thing, but if anyone wants to check it out, just ask.
Can you post it somewhere we can download it?On Fri November 17 2006 11:56, Jonathan Dearborn wrote:
Hey, I just finished writing a blitter that handles combining per-surface
alpha and per-pixel alpha and optionally blends the source and destination
alphas. It is a little slow since I don’t have much experience with that
sort of thing, but if anyone wants to check it out, just ask.
Hey, I just finished writing a blitter that handles combining per-surface
alpha and per-pixel alpha and optionally blends the source and
destination alphas. It is a little slow since I don’t have much
experience with that sort of thing, but if anyone wants to check it out,
just ask.
I’ve seen some chatter over this topic before (when I needed this blitter), so I wanted to check if anyone was still looking for this. Anyhow, here it is. It’s quite crude and just tries to clip the rects and loop through the pixels. My preliminary speed tests may show that my implementation isn’t suited to all projects. It’ll work fine for pretty stuff, but it won’t be replacing SDL_BlitSurface() in this state. The approximate speed test result was 1/2 speed. If anyone can offer any suggestions, help, or code, that’d be pretty cool.