Path: utzoo!attcan!uunet!husc6!rutgers!rochester!pt.cs.cmu.edu!andrew.cmu.edu!bader+ From: bader+@andrew.cmu.edu (Miles Bader) Newsgroups: comp.sys.amiga Subject: graphics chips ideas Message-ID: <0Wz-V=Au8k-083IFce@andrew.cmu.edu> Date: 7 Aug 88 18:58:19 GMT Organization: Carnegie Mellon Lines: 14 Currently, as I understand it, in instances where you want a background to show through (like with sprites, or in dual-playfield mode), a particular color register indicates "see-through." I think a neat way to do it would to be eliminate the special behavior of that register, and add another 4 bits to ALL the color registers (for a total of 16 bits each), which would be "opaqueness": a value of 0 would mean "completely transparent," and a value of 15 would mean completely opaque. The color of a pixel would be (fg*op)+(bg*(15-op)) for each of red, blue and green, where op is the opaqueness, fg is the intensity of this layer, and bg is the intensity of the underlying layer. -Miles