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From: Andreas Beck <becka@rz.uni-duesseldorf.de>
To : Terry 'Mongoose' Hendrix <stu7440@westga.edu>
Date: Mon, 26 Jul 1999 00:13:31 +0200
Re: translucent drawing
Hi !
> I've tried the code ( Andrew | Andy? ) gave me for alpha blitting, but I'm
> still staring at the (german?) comments. ( BTW, the compiler barfed on
> those unicode source files, lol. )
?? What have you got ? The "LibBSE" is hacked up ?
That one shouldn't have non-English comments. Maybe I missed a few, but most
should be English, as I usually start to even think English after some
coding ;-).
But what gives. Tell me where you have problems, and I'll see if I can
explain what I meant.
> I'm currently taking a pixel's rbg and adding the pen's rbg then shifting
> the sum to get 1/2, 1/4, or 1/8 the color. ( I guess this is how you're
> supposed to do it. )
Yes. That's the quick way of doing it on truecolor visuals. It shomewhat
restrains the choise of mixing ratios, but that is often sufficient.
> Is there a way to just get the pixel's out of the visual?
> I've been told that
> bpp < 32 are packed, and no I can't get the buffer to move the correct
> byte value when the depth changes. Is it not a uint32 that has mapped
> bits? Like => [rrrr][bbbb][gggg]?
It is. You can use the DirectBuffer calls to get at the addresses and the
exact mapping of the pixels. However it is not guaranteed that any given
target has one.
Slimy.c and cube3d.c contain some DB-using code.
CU, ANdy
--
= Andreas Beck | Email : <andreas.beck@ggi-project.org> =
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