RGBA +per-surface alpha

Hi,

Few days ago, while working on some 2d toolkit/sprite engine,
I realized that I need to blit surfaces with alpha channel using
additional per-surface alpha(so I can apply alpha transformation
to every possible GFX object). And AFAIK SDL ignores per-surface
alpha when blitting RGBA->RGB(A).

So my question is:
Am i blind and there is already some way to do that,
or do I have to write some patch?

thanks,
Lada______________________________________________________________________
Reklama:
Jak si stoji kurz koruny? http://kurzy.seznam.cz

Hi,

Few days ago, while working on some 2d toolkit/sprite engine,
I realized that I need to blit surfaces with alpha channel using
additional per-surface alpha(so I can apply alpha transformation
to every possible GFX object). And AFAIK SDL ignores per-surface
alpha when blitting RGBA->RGB(A).

So my question is:
Am i blind and there is already some way to do that,
or do I have to write some patch?

You have to write a custom blitter for your application.

See ya,
-Sam Lantinga, Software Engineer, Blizzard Entertainment

You have to write a custom blitter for your application.

See ya,
-Sam Lantinga, Software Engineer, Blizzard Entertainment

Thanks for reply.
not exactly what i hoped for, but thanks anyway :slight_smile:

Lada______________________________________________________________________
Reklama:
Nejenom anglicko-cesky slovnik: http://slovnik.seznam.cz