Sam Lantinga 473051f6bb Fixed bug 3159 - SDL_blit_slow with BLENDING does not work
Fritzor

Source Suface is ABGR and Destination Surface is ABGR. We use software blending. In the Switch-Case statement for SDL_COPY_BLEND (Line 126) the alpha-channel is not calculated like in every SDL_blit_auto - function. So if the destination Surface has alpha - channel of zero the resulting surface has zero as well.
Add:  ?dstA = srcA + ((255 - srcA) * dstA) / 255;? to code and everything is okay.
2016-10-01 13:40:01 -07:00
2016-10-01 10:39:03 -07:00
2016-01-02 10:10:34 -08:00
2016-01-12 22:23:53 +01:00



                         Simple DirectMedia Layer



                                  (SDL)



                                Version 2.0



---

http://www.libsdl.org/



Simple DirectMedia Layer is a cross-platform development library designed

to provide low level access to audio, keyboard, mouse, joystick, and graphics

hardware via OpenGL and Direct3D. It is used by video playback software,

emulators, and popular games including Valve's award winning catalog

and many Humble Bundle games.



More extensive documentation is available in the docs directory, starting

with README.md



Enjoy!

	Sam Lantinga				(slouken@libsdl.org)

S
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