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Re: [pygame] Unexpect blit behavior when using BLEND_ADD



Lenard Lindstrom wrote:
This means inlined blending code will have to be replaced with indirect function calls. Otherwise, with all the possible permutations of blending, alphablit.c will balloon in size uncontrollably.

You could make two passes over the surface, one to
update the RGB and one to update the alpha.

Or you could have a set of blending operations that
update the alpha only, and let the user make two
blit calls.

--
Greg