Re: [Algorithms] Alpha Channel
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From: gl <gl...@nt...> - 2000-08-27 00:30:07
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Yes, I did mean 1555. Neurons misfiring... -- gl ----- Original Message ----- From: "Scott Justin Shumaker" <sjs...@um...> To: <gda...@li...> Sent: Sunday, August 27, 2000 12:50 AM Subject: Re: [Algorithms] Alpha Channel > A bit OT, but oh well: > The 5551 format is not available in D3D. Only the 1555 format (alpha in > the high bit) is. This is equivalent to the OpenGL 1_5_5_5_REV packed > pixel format exposed in OpenGL 1.2. > > Direct3D only exposes the REV packed pixel formats (they don't call them > reversed, of course), while OpenGL prefers the regular formats but does > expose the REV formats in 1.2. > > You have to be very careful that you understand the formats correctly. > The packed formats look the same on all machine architectures (i.e., > 1_5_5_5_REV always has the alpha in the high bit), but OpenGL formats like > GL_UNSIGNED_BYTE - GL_RGBA have components in different places depending > on the endianness of the host machine. > > Even more OT: > > Color keying can actually be a win if you have a lot of 2d code > interspersed with 3d code. Because of texture limitations, if you have a > 2d-windowing system that need to run in a 3d window you'll probably end up > compositing it in system memory, than slicing it into small tiles, each > which is uploaded as a texture. On the other hand, you can probably do a > 2d blt to the render target on most D3D hardware for 2d stuff, and this is > far faster. (By way of comparison, the software driver at my employer > runs the 2d stuff 3x faster than a Geforce2 without doing 2d blits). > > -- > Scott Shumaker > sjs...@um... > > On Sat, 26 Aug 2000, gl wrote: > > > > > Take a look at the 'D3DFrame' texture loader code (part of the SDK) - it > > does exactly that from alpha files. > > > > If you can use 16bit, choose the 5551 format if available, as 1 bit of alpha > > is all you need. BTW, you are really describing colour keying, but don't > > use it, as it's legacy and can cause all kinds of problems when combined > > with alpha blending (search the archives for details). > > -- > > gl > > > > ----- Original Message ----- > > From: "Pai-Hung Chen" <pa...@ac...> > > To: <gda...@li...> > > Sent: Saturday, August 26, 2000 9:08 PM > > Subject: [Algorithms] Alpha Channel > > > > > > > Hi, > > > > > > I want to use billboard in my program but cannot find a good way to create > > > 32-bit bitmap with alpha channel of appropriate values. Basically I want > > to > > > create a bitmap of tree with leaves in various green colors (with alpha = > > > 255) and all non-green colors transparent (alpha = 0) so that I can use it > > > as the texture for my billboarded trees. It would be nice if I can > > specify > > > a non-green color C and make the alpha of all the pixels of color C in the > > > bitmap to 0. Is there any program capable of doing that with 32-bit > > bitmap > > > with alpha channel? This may be off-topic and you could send your advise > > to > > > me off-line. > > > > > > Thanks in advance, > > > > > > Pai-Hung Chen > > > > > > > > > _______________________________________________ > > > GDAlgorithms-list mailing list > > > GDA...@li... > > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |