- From: Bob Holmes <rangsynth@gmail.com>
- Date: Tue, 7 Aug 2012 00:10:01 +0200
- To: Rik Cabanier <cabanier@gmail.com>
- Cc: Nikos Andronikos <Nikos.Andronikos@cisra.canon.com.au>, www-svg@w3.org
Received on Monday, 6 August 2012 22:10:29 UTC
I am at the point now where I have zero confusion except this masking business vs. grouping. Any further comments would be appreciated on this. *MY ORIGINAL COMMENT* For modes like DstIn masking would thus have no effect. The blend function for RGBA excepts a value from 0 to 255. I also have a global alpha value which affects all alpha. My theory is that no matter the blend mode or combine mode that source pixels can simply have the alpha adjusted by multiplying with both global alpha and the mask value, which can optimally be combined prior to actually calling into the blenders. >>No, if you have grouping, you can't simply redistribute alpha. That will make the graphics interact with each other which is usually not desired. What does it mean "can't simply redistribute the alpha"? If I take a masking value of 255 and simply multiply it with the source color alpha. The source color does not change. But for the edges of the polygon where it is antialiased the mask value might be 64 for example, so multiplying that with the alpha of the color and then calling into the blender/composite function is surely the way to go? Any notes on how the grouping affects this simple alpha masking will help.
Received on Monday, 6 August 2012 22:10:29 UTC