#gemrb@irc.freenode.net logs for 16 Mar 2016 (GMT)

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[20:01:11] <brada> wjp: are you around?
[20:01:18] <brada> or perhapps fuzzie?
[20:01:34] <fuzzie> I am sort of here, wjp likely not
[20:02:26] <brada> fuzzie: is there a special blitter flag that needs to be passed to blit a BAM sprite to a transparent surface?
[20:03:33] <brada> im not seeing anything
[20:03:42] <fuzzie> transparent? you mean with alpha, or.. ?
[20:03:56] <brada> yes, a per pixel alpha on the surface
[20:04:23] <brada> blitting the BAM doesnt change the alpha so the result is still transparent
[20:04:34] <brada> and im afraid of what side effects it would have to change it
[20:04:40] <wjp> what's the usecase exactly?
[20:04:51] * wjp is indeed not going to be around a lot these days
[20:05:14] <brada> hi wjp! busy with other projects? GSOC?
[20:05:19] <wjp> RL
[20:06:31] <brada> the use case was trying to make a transparent overlay layer on the game (i wanted some debug info etc)
[20:06:57] <fuzzie> at a guess you want a SRTinter_NoTint<false> as the tint?
[20:07:59] <fuzzie> but I guess none of the blenders set the alpha anyway..?
[20:08:09] <wjp> it's not the tinter, indeed
[20:08:11] <fuzzie> so you want another variant on SRBlender which sets it
[20:08:13] <brada> yeah none of the blenders set the alpha as far as i saw
[20:08:14] <wjp> (that's for processing the input colour)
[20:08:24] <wjp> do you actually want blending?
[20:08:42] <brada> I dont need it, no
[20:08:50] <wjp> just copy it straight to a surface, I guess
[20:08:55] * wjp thinks
[20:09:11] <brada> do we have a function that does that?
[20:10:02] <brada> and the problem is the dest alpha not getting set to 100% opaque when blitting a paletted BAM
[20:10:47] <brada> I would expect the color key to not be copied but everything else should be copied and set to opaque… unless that breaks something im not aware of
[20:12:04] <brada> I know currently i can blit what i want if i use a color key on the destination, but then i cant combine drawing of other sprites that have per-pixel alphas
[20:12:44] <wjp> hm, I guess the GL code might be doing this
[20:13:16] <brada> so I was thinking that the “RLE+palette” blitter ought to just set the dest alpha to 100% opaque when it copies a pixel
[20:13:29] <brada> for that pixel of course
[20:14:01] <fuzzie> so it seems like you can indeed just change the uint32 blenders to do this
[20:14:15] <brada> but not the 16 bit ones?
[20:14:30] <fuzzie> the performance hit of ORing the alpha in is presumably going to be lost in the noise
[20:14:58] <wjp> I can't quite remember if setting the alpha channel to 1 instead of 0 is bad
[20:15:21] <fuzzie> brada: they appear to always be 565, so
[20:15:32] <brada> oh so no alpha at all
[20:16:08] <fuzzie> in any case if you want a debug overlay then that is the place I'd try :-)
[20:16:12] <brada> yes
[20:16:16] <brada> well i did and it does work
[20:16:23] <brada> i just dont want to break anything
[20:16:35] <brada> i dont know if we are relying on that for anything
[20:39:09] <lynxlynxlynx> what are you using the overlay for?
[20:48:31] <brada> the overlay was just so i could draw dubugging stuff, but allowing transparent layers could be cool for other things too.. semi transparent windows? could probably think of some other uses he he
[21:07:27] <lynxlynxlynx> blit a cracked-glass type of thing on a critical hit
[21:14:49] <brada> we could! (if we had one)
[21:15:37] <lynxlynxlynx> wouldn't be that hard to procure or make
[21:16:25] <lynxlynxlynx> criticals are common though, so it'd be a nice easter egg to only enable on april 1st or easter
[21:18:42] <brada> or only crits that completely gib the target :)
[21:18:52] <brada> from 100% health to 0
[21:24:03] <lynxlynxlynx> we can't scare people all the time :)
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