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Graphics > OpenGL 3D API > Re: OpenGL stat...
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Re: OpenGL states and performances

by Wolfgang Draxinger <wdraxinger@[EMAIL PROTECTED] > Jul 8, 2008 at 10:05 AM

fungus wrote:

> Alpha blending doesn't do anything unless you have semi
> transparent pixels. When alpha=0.0 or alpha=1.0 then it's a
> waste of cycles.

And usually you got semitransparent pixels when rendering
sprites. Say the OP is creating the sprites with, say Photoshop,
with multiply layers. Then the transition between full opaque
and full transparent may cover 2 or 3 pixels.

Or assume, some sprites are created with a vector illustrator and
the result rasterized with antialiasing enabled. I suggest you
draw a circle with inkscape, ex****t it to a bitmap and have a
look at the edge zoomed in by a factor of 20.

Wolfgang Draxinger
-- 
E-Mail address works, Jabber: hexarith@[EMAIL PROTECTED]
 ICQ: 134682867
 




 12 Posts in Topic:
OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 02:21:18 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 17:28:16 
Re: OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 08:40:25 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 19:27:36 
Re: OpenGL states and performances
karim.atiki@[EMAIL PROTEC  2008-07-07 11:39:11 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-07 21:02:50 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 14:12:36 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 14:15:36 
Re: OpenGL states and performances
fungus <openglMYSOCKS@  2008-07-07 20:22:15 
Re: OpenGL states and performances
Wolfgang Draxinger <wd  2008-07-08 10:05:13 
Re: OpenGL states and performances
zyend <karim.atiki@[EM  2008-07-08 05:57:05 
Re: OpenGL states and performances
folays <folays@[EMAIL   2008-07-08 16:01:36 

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tan12V112 Fri Nov 21 5:19:23 CST 2008.