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:
parent
a99edf3519
commit
32188834b5
17 changed files with 362 additions and 1001 deletions
|
@ -2,7 +2,7 @@ SDL_PROC(void, glActiveTexture, (GLenum))
|
|||
SDL_PROC(void, glAttachShader, (GLuint, GLuint))
|
||||
SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
|
||||
SDL_PROC(void, glBindTexture, (GLenum, GLuint))
|
||||
SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
|
||||
SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
|
||||
SDL_PROC(void, glClear, (GLbitfield))
|
||||
SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
|
||||
SDL_PROC(void, glCompileShader, (GLuint))
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue