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Slick Forums • View topic - BUG: Transparency loss with image graphics

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Discuss the Slick 2D Library
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PostPosted: Sun Jan 22, 2012 2:52 am 
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PostPosted: Sun Jan 22, 2012 2:37 pm 
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I put it on my list and implement it as soon as our new development team is organized enough :)

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PostPosted: Fri Feb 17, 2012 2:11 am 
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PostPosted: Thu Sep 20, 2012 9:02 pm 
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where is this bug in the slick code? is this already clear? i mean it's a very serious bug and i am wondering why slick offers many many features but the most important feature: drawing 2d sprites is buggy ?!

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PostPosted: Fri Sep 21, 2012 8:29 am 
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What you're trying to achieve isn't a common technique, which is why this issue has gone so many years without being noticed. For dynamic lighting, most hardware accelerated games use sprites/polygons, shaders, or vertex coloring, and don't require it all done in off-screen images. Your approach (blending large feathered circles across the screen) will quickly lead to a fill-rate bottleneck.

Unfortunately because Slick2D aims to be "newb-friendly" there is a tradeoff of sorts. For example, things like drawImage and drawString do not map to OpenGL directly; these abstractions come at the cost of performance and other quirks. If Slick's simple interface isn't allowing you to achieve what you need, there is nothing holding you back from and writing your own rendering code.

I posted a suggestion in your other thread. You could also use a tool to help you decide on what kind of blending function you're aiming for. If you need something more specific, e.g. a Photoshop-like blend mode, you may want to look into shaders. If you want to know more about why this bug occurs, you can read up on OpenGL blend modes and frame buffer objects.


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PostPosted: Fri Sep 21, 2012 9:09 am 
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