11 July 2018, 15:29 | #41 |
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Transparency in this context has to do with how much will show through if you have two images on top of each other. So it does not directly affect the brightness, rather how much or little the colour covers what it is on top of.
There are also computer architecture / memory alignment related reasons to use a 32 bit value to represent a pixel, rather than 24 bits, even if transparency isn't particularly needed. |
11 July 2018, 19:37 | #42 | |
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Quote:
If R,G and B are all set to 0 then it is black. If they are all set to 255 then it is white. It really is as simple as that. With OpenGL, 0 is absolute minimum and 1 is absolute maximum (this allows fractions to determine what the level is, which works with any bit depth, be it 4-bit, 8-bit or even 12-bit for the R, G and B levels). Transparency is more for overlays, be it on a genlock (for a caption or logo on a TV broadcast display) or for OpenGL texture mixing for shaders. If the alpha (transparency level) is set to 0, then it is fully transparent and technically invisible, and if it is set to 1, then it is fully visible and fully opaque. (The 0 and 1 might be the other way around, but that's how I understand it). This is all highly technical, but there's plenty of information out there for people who are interested. EDIT: Ajk, you've summarised it better than I ever could. I was lacking a visual example. |
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11 July 2018, 20:44 | #43 |
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I guess it's back to classes for me boys.
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12 July 2018, 07:36 | #44 |
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Sure, but what has that got to do with anything discussed here?
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12 July 2018, 10:06 | #45 |
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12 July 2018, 10:27 | #46 |
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