2ad8ec50a5
in the case where we fade a 32-bits surface (ie: GL_MODULATE w/ a,a,a,a + blending), we first make a copy of the background into a RGB buffer, then we blend the 32-bits surface as usual (without the alpha component), and finally blend the copy of the background on top with 1-a. This uses a lot of bandwidth, but no CPU time. |
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.. | ||
Android.mk | ||
array.cpp | ||
array.h | ||
BufferObjectManager.cpp | ||
BufferObjectManager.h | ||
context.h | ||
copybit.cpp | ||
copybit.h | ||
dxt.cpp | ||
dxt.h | ||
egl.cpp | ||
fixed_asm.S | ||
fp.cpp | ||
fp.h | ||
iterators.S | ||
light.cpp | ||
light.h | ||
matrix.cpp | ||
matrix.h | ||
mipmap.cpp | ||
primitives.cpp | ||
primitives.h | ||
state.cpp | ||
state.h | ||
texture.cpp | ||
texture.h | ||
TextureObjectManager.cpp | ||
TextureObjectManager.h | ||
Tokenizer.cpp | ||
Tokenizer.h | ||
TokenManager.cpp | ||
TokenManager.h | ||
vertex.cpp | ||
vertex.h |