-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Greg Ewing wrote: > Luke Paireepinart wrote: >> But this is per-pixel alpha, which is slower than colorkey >> transparency, I believe. > > In theory it may be, but I haven't found this to be a > problem. As a benefit, you get better-looking results > due to anti-aliasing of the edges (assuming your alpha > channel has been created appropriately, and doesn't > just consist of all 0 or 255).
Hi, Just want to chip in that for my game it is definitely a problem, and getting rid of alpha is a necessary optimization. I'm redrawing the whole screen every frame, and there are usually dozens, sometimes hundreds of sprites. If there were a convert() function that changed fully-transparent alpha into a colorkey, I would use that; as it is, I have to do post-processing on art my artist sends me. (I'm reminded of the thread a couple weeks ago about transform.chop and its use in art post-production.) Ethan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG6dXuhRlgoLPrRPwRAvS/AKDf0NDo1Oaj46QAEl38rbadF3pXUACgyNzT PVWovuWRyqEOsz+hahxSVfo= =LtG1 -----END PGP SIGNATURE-----