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Re: [css-transforms] CSS3D breaks with opacity flattening

From: Tab Atkins Jr. <jackalmage@gmail.com>
Date: Wed, 21 Sep 2016 03:17:19 -0700
Message-ID: <CAAWBYDDKDvUwoD_VQzAwY0VDb_-29H_kuTMq9=VQcgc-aFCUfA@mail.gmail.com>
To: Rik Cabanier <cabanier@gmail.com>
Cc: Matt Woodrow <mwoodrow@mozilla.com>, "/#!/JoePea" <trusktr@gmail.com>, Chris Harrelson <chrishtr@google.com>, Simon Fraser <simon.fraser@apple.com>, "public-fx@w3.org" <public-fx@w3.org>
On Wed, Sep 21, 2016 at 2:57 AM, Rik Cabanier <cabanier@gmail.com> wrote:
> I have a counter-example here: http://codepen.io/adobe/pen/WGoKjA
> If you have the following markup:
> <div id="wrapper">
>   <div id="addalpha">
>     <div id="sq1">Square1</div>
>     <div id="sq2">Square2</div>
>   </div>
>   <div id="sq3">Square3</div>
> </div>
> With your proposal, sq1 and sq 2 will be placed in the world, rendered to
> texture and then have alpha applied.
> However, sq3 is in between sq1 and sq2. How should this render?

Or to show it off slightly better:
<https://codepen.io/anon/pen/ALpgGd>. Left is with the group opacity
applied to the #addalpha div, right is without that opacity (both have
opacity applied to the individual squares).

Received on Wednesday, 21 September 2016 10:18:08 UTC

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