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Re: [pygame] Unexpect blit behavior when using BLEND_ADD



On, Mon Apr 21, 2008, Rene Dudfield wrote:

> Hi,
> 
> yeah, that may be expected by some... however I think we need to think
> about backwards compatibility too.  Or am I mistaken that your change
> will break compatibility?

The BLEND_* args are existing since 1.8.0, so I would not expect to
break too much ;-).


> I volunteer to update the docs, and code if you'd like - once we
> decide what to do?
> 
> 
> For additive particle systems for example(which is the main reason the
> code was originally added), you only want to use BLEND_ADD_RGB not
> BLEND_ADD_RGBA ... I think.
>
> Maybe the form... BLEND_ADD, could be considered the same as BLEND_ADD_RGB ?
> 
> Or we could leave BLEND_* as they are now(for backwards
> compatibility), and add things like BLEND_ADD_RGB, BLEND_ADD_RGBA ?

Sounds reasonable. So we'd #define BLEND_ADD BLEND_ADD_RGB and so on.

> But, for backwards compatibility I think we should aim to keep BLEND_*
> working as in the 1.8 release...
> 
> 
> Perhaps we should come up with a list of all the blend modes we could
> implement in the future?  So we can hopefully get come up with a
> sensible list of blend modes.  Possibly basing them off the 255 blend
> modes.
> 
> 
> So... I think what could be best is:
> - keeping current BLEND_* flags as meaning BLEND_*_RGB,
> - adding flags BLEND_*_RGBA, and BLEND_*_RGB.
> - changing the blitters to do either RGB, or RGBA
> - come up with a list of blender flags we might implement in the future.

Sounds good to me.

Regards
Marcus

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