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Re: [pygame] Unexpect blit behavior when using BLEND_ADD



On, Fri Apr 18, 2008, Lenard Lindstrom wrote:

> Greg Ewing wrote:
>> 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.
>> 
> Having a separate blit_alpha might be the way to go. This may actually 
> remove intermediary steps involving an alpha-only surface. Also, it can be 

Horrible. Now each blit loop will take about twice the time, because I
can't have alpha and RGB modifications at once :-).

Regards
Marcus

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