adjacent shapes抗锯齿情况下的alpha blending问题
Posted
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了adjacent shapes抗锯齿情况下的alpha blending问题相关的知识,希望对你有一定的参考价值。
问题描述:
Unfortunately I stumbled across the issue with adjacent shapes. On a transparent background (in the plain color space) I draw mutiple polygons, some are connected others are not and each polygon has a different color. The polygons do never overlap. If two polygons are connected, instead of a smooth transition from the color of one polygon to the color of the other I get a contour. I know this is a well known issue and in my case it comes from a slightly drop of the alpha-channel on the transition from one polygon to the other. I wanted to know if there are any good work arounds? In one example conv_contour was used but this is not possible for me I think. In an other post I read something about using a different blending rule (0.5 + 0.5 = 1.0 instead of 0.5 + 0.5 = 0.75).
该问题主要是在渲染有覆盖区域的图像的时候,为了实现抗锯齿的功能,从而调用alpha blending会有一个颜色渲染的问题。如下是作者提供的解决方案:
es, there is a problem. The alpha blend operation works namely in this very way, that is 0.5 over 0.5 is 0.75. It looks like you have a glass and paint with a translucent color on it. In case of translucent ink you theoretically will never achieve full opacity. And anti-aliasing is implemented namely via alpha-blending (and I don‘t see any other reasonable way to do so). But in certain cases it‘s quite possible to get rid of those adjacent edges artifacts. First, you need an RGBA buffer with premultiplied colors. Initially you clear it with rgba8(0,0,0,0) - and no other color. Then you use compositing operation "plus" instead of alpha-blend: typedef agg::comp_op_rgba_plus<color_type, component_order> blender_pre_type; typedef agg::comp_adaptor_rgba<blender_pre_type> blender_type; typedef agg::pixfmt_custom_blend_rgba<blender_type> pixfmt_type; And the restriction is that the shapes must not overlap. Then, after you render the scene you can alpha-blend the buffer over the parent layer. BTW, it can be RGB, not obligatory RGBA. But since your buffer is premultiplied, you are supposed to use a premultiplied renderer too, for example: typedef agg::pixfmt_rgba32_pre pixfmt_pre; typedef agg::renderer_base<pixfmt_pre> base_ren_pre_type; . . . pixfmt_pre pf_pre(rbuf_window()); base_ren_pre_type ren_base_pre(pf_pre); ren_base_pre.blend_from(image_buffer);
以上是关于adjacent shapes抗锯齿情况下的alpha blending问题的主要内容,如果未能解决你的问题,请参考以下文章