Aug. 28th, 2007

wolfwings: (Default)
...but if you're doing 3D graphics work, it's still a very relevant and useful article to read.

Tom Forsyth's article on why premultiplied alpha is all anyone should be using in modern games.

I'm pretty sure I've ranted on this before myself. There's numerous upsides to this approach, least of which is that premultiplied alpha can do everything 'additive' and 'blend' shaders can in existing 3D games, without needing multiple passes. And it makes render-pass order irrelevant because premultiplied alpha is commutative.

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