-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Ulf Ekström wrote: > If you do software surface blitting you can speed up the alpha > blending a lot by using RLE encoding of the transparent surface. I > suppose there is special code in there for the case of completely > transparent or completely opaque pixels. You can use it with by doing > something like surface.set_alpha(0, pygame.RLEACCEL), but I must admit > I have only used this with the C SDL functions, so perhaps someone can > fill in the details. The '0' is ignored when the the surface has per > pixel alpha. > > You can generate the soft edges by asking your artist to draw the > sprites in high resolution, on a transparent background, and then > scale them down.
If it involves soft edges, doesn't it involve per-pixel alpha? I think I need to compile some benchmarks of these approaches. (Thanks for the RLE suggestion though, I never heard of it.) Ethan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.6 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org iD8DBQFG6qoShRlgoLPrRPwRAg4LAKDW+ptlT1/CfDA0lIyoT9X6pdRXigCghptb df/aR/uVCiFdHiWqiTa6hhY= =Sl0K -----END PGP SIGNATURE-----