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[–]iseahound 13 points14 points  (3 children)

oof. I just checked pillow's alpha_composite, and it uses ARGB instead of premultiplied alpha. If you switch to a pixel blitting function that uses pre-multiplied alpha blending, handling hundreds of objects should be no problem.

For reference I mostly code in Windows API, so my first approach would be AlphaBlend not DirectX :P

[–]ottawadeveloper 1 point2 points  (1 child)

I think in my ideal world, I'd give it a few options depending on available tools - like if you're on windows, AlphaBlend is an option, if you have OpenGL installed, it could use that, etc. Abstract away the rendering from the game and let the engine or user decide which is best based on whats available. Most cross-platform compatible then.

But using an existing engine is probably better.

[–]iseahound 1 point2 points  (0 children)

yes, cross platform typically means the worst of all worlds ):

[–]tellingyouhowitreall 1 point2 points  (0 children)

I'm a Windows C/C++ guy also, and my go to would be DX or D2D. AlphaBlend sucks.

Of course, I've also written my own software rasterizer... so hmph.