Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!uwm.edu!bionet!agate!stanford.edu!leland.Stanford.EDU!jessica.stanford.edu!bard From: bard@jessica.stanford.edu (David Hopper) Newsgroups: comp.sys.amiga.advocacy Subject: Re: NeXT/Amiga Flamage: Get a life. Message-ID: <1991Apr10.043022.20442@leland.Stanford.EDU> Date: 10 Apr 91 04:30:22 GMT References: <10902@uwm.edu> <&5aGlabl1@cs.psu.edu> <1991Apr10.005729.22997@cunixf.cc.columbia.edu> <1991Apr10.035203.3854@mintaka.lcs.mit.edu> Sender: news@leland.Stanford.EDU (Mr News) Organization: Academic Information Resources, Stanford University Lines: 23 In article <1991Apr10.035203.3854@mintaka.lcs.mit.edu> rjc@geech.gnu.ai.mit.edu (Ray Cromwell) writes: > From what I understand, alpha channel is transparency. I'm not used to >it in a 2d sense, but in a high end z-buffered graphics system, Alpha >channel specifies how much color to borrow from the pixel underneath. >So if you have a blue sphere behind a red sphere, an alpha channel >value of 128 (with 8 bits of alpha) specifies a 50% blending (im guessing >here. I don't know how the real implementation of alpha works). So >in theory, 50% of the color of the blue pixels would "show thru" the red's >causing the red sphere to be partially transparent. The Alpha channel also holds heirarchical information (i.e. which pixels are above/below each other)-- using this with transparency, you can get great effects like when you move an object behind a picture of a car, for instance, you can see the object through the window; dimmed, as it would be in real life. >|n| rjc@albert.ai.mit.edu Amiga, the computer for the creative mind. |n| Dave Hopper | /// Anthro Creep | Academic Info Resources, Stanford |__ /// . . | Macincrap/UNIX Consultant bard@jessica. |\\\/// Ia! Ia! | -- Just remember: love is life, and Stanford.EDU | \XX/ Shub-Niggurath! | hate is living death. :Black Sabbath