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authorSven Gothel <[email protected]>2013-07-17 00:04:47 +0200
committerSven Gothel <[email protected]>2013-07-17 00:04:47 +0200
commit55e480cd487e3089fae9b836eb213cd7c6b3d79a (patch)
treedc8f17c921f727d88f435687d0638b71d9c4c9a0 /src/jogl/classes/com/jogamp/opengl
parent87ebce459700e602d596302825d3ee6ac7145d40 (diff)
Texture: Fix 'premultiply alpha' semantics in API doc description. Texture class does _nor_ premultiply RGBA image data by default!
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java23
1 files changed, 14 insertions, 9 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java b/src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java
index 2be2f6575..f2ef3ac25 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java
@@ -109,15 +109,20 @@ import com.jogamp.opengl.util.texture.spi.*;
* see <a href="#textureCallOrder"> order of texture commands above</a>.
*
* <p><a name="premult"><b>Alpha premultiplication and blending</b></a>
- * <br/><i>Disclaimer: Consider performing alpha premultiplication in shader code, if really desired! Otherwise use RGBA.</i>
- * <br/> The mathematically correct way to perform blending in OpenGL
- * (with the SrcOver "source over destination" mode, or any other
- * Porter-Duff rule) is to use "premultiplied color components", which
- * means the R/G/ B color components have already been multiplied by
- * the alpha value. To make things easier for developers, the Texture
- * class will automatically convert non-premultiplied image data into
- * premultiplied data when storing it into an OpenGL texture. As a
- * result, it is important to use the correct blending function; for
+ * <p>
+ * <i>Disclaimer: Consider performing alpha premultiplication in shader code, if really desired! Otherwise use RGBA.</i><br/>
+ * </p>
+ * <p>
+ * The Texture class does not convert RGBA image data into
+ * premultiplied data when storing it into an OpenGL texture.
+ * </p>
+ * <p>
+ * The mathematically correct way to perform blending in OpenGL
+ * with the SrcOver "source over destination" mode, or any other
+ * Porter-Duff rule, is to use <i>premultiplied color components</i>,
+ * which means the R/G/ B color components must have been multiplied by
+ * the alpha value. If using <i>premultiplied color components</i>
+ * it is important to use the correct blending function; for
* example, the SrcOver rule is expressed as:
<pre>
gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA);