Re: Image Format / Pre-Multiplied Alpha Related Feature Request
Lawrence D'Oliveiro <[email protected]>
| Newsgroups | gmane.comp.lib.cairo |
|---|---|
| Organization | Geek Central |
| Message-ID | <[email protected]> |
On Wed, 27 Jan 2016 22:25:42 -0500, William Kappler wrote: > - Most libraries, shaders, and users/programmers expect textures > in 3D contexts to be non-pre-multiplied. Premultiplied alpha is the usual convention for rendering and compositing in both 2D and 3D <http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Image_Transparency>. Why premultiplied alpha? <http://keithp.com/~keithp/porterduff/> So if you want to reuse a rendered image in a context which does not understand premultiplied alpha, you will have to convert it. If you care about image quality, you will maintain your assets in a floating-point format like OpenEXR, which normally uses premultiplied alpha anyway. -- cairo mailing list [email protected] http://lists.cairographics.org/mailman/listinfo/cairo