Re: Alphablending
- From: "//\\\\o//\\\\annabee <Free" <Software>>
- Date: Fri, 28 Apr 2006 17:28:48 +0200
På Fri, 28 Apr 2006 13:05:38 +0200, skrev jukka@xxxxxxxxxxxx <jukka@xxxxxxxxxxxx>:
www.liimatta.org/misc/alpha.zip
Doesn't do exactly the same thing, sorry.. just some maple leafs going
around the screen, rather plain but atleast alpha blended (ie. topical
:) The sourcecode is fairly easy to read, I really don't see why
someone would want to write that in assembler.
Very cool. Thanks. 3kb of code, and
where is the
#include <fusion/core/timer.hpp>
#include <fusion/core/surface.hpp>
#include <fusion/plugin/framebuffer.hpp>
#include <fusion/plugin/alphablend.hpp>
Does this use hardware akseleration? Or GDI?
My version of yours, is here.
< http://www.szmyggenpv.com/downloads/LeafONBk.Zip >
it is much closer then your is to mine, eh?
It is 32k, and ALL SOURCE are included in the EXE.
It draws to a memory buffer, and it uses GDI for outputting the result.
Instead of moving the leaf around, in a cricle, you can just use your mouse
to move it around. On my PC this looks even smoother.
The innerloops doing the alpha blending are written in assembler using
MMX, but even that is kind of stupid these days as there is dedicated
hardware for that job (the code is fairly ancient..)
Ok. So it uses GDI then.
-Yes. I know. But is it stupid to learn such things? I dont think so. There might be cases, even with a 3D blitter, that you need to do some handywork.
I wanted the GUI to first run in GDI. Why? Because I want to learn the technics for clipping and such. Its still states in the DirectX docs that the organixation of the applications database (culling, clipping) is more important then advantages in hardware.
.
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