Updated blend semantics so blending uses the following formula:

dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
    dstA = srcA + (dstA * (1-srcA))
This allows proper compositing semantics without requiring premultiplied alpha.

Needs full unit test coverage and bug fixes!
This commit is contained in:
Sam Lantinga 2013-07-23 08:06:49 -07:00
parent a99edf3519
commit 32188834b5
17 changed files with 362 additions and 1001 deletions

View file

@ -15,6 +15,7 @@ SDL_PROC_UNUSED(void, glBitmap,
(GLsizei, GLsizei, GLfloat, GLfloat, GLfloat, GLfloat,
const GLubyte *))
SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
SDL_PROC_UNUSED(void, glCallList, (GLuint))
SDL_PROC_UNUSED(void, glCallLists, (GLsizei, GLenum, const GLvoid *))
SDL_PROC(void, glClear, (GLbitfield))