diff options
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/texture/Texture.java | 23 |
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); |