If you're looking at doing overlays, you should be fine with the alpha
channel of the SkBitmap, but just remember it's premultiplied.
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That was actually what I was looking at, but the documentetion for skia is relatively poor, and I haven't had the chance to see whether or not this gpu support was compiled into the default build or not. Is it? Because if it is, then skia just got back on my radar as an interface backend. If not, which files do I need to add to the makefile?
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Hi Brian,
Thanks for the info, but there is some confusion
1) in SkDeviceFactory* factory = new SkGpuDeviceFactory(gr,
SkGpuDevice::Current3DApiRenderTarget());
u meant gr-> as ctx.
2) SkDevice* device = factory->newDevice(m_canvas,
SkBitmap::kARGB_8888_Config, width, height, false, false);
m_canvas is some dummy since in SkGpuDeviceFactory-
>newDevice it is not used,
3) canvas->setDevice(device)->unref();
//Mike explained this.
4)canvas->setDeviceFactory(factory);
Can u explain why is did needed??? since this contains nothing
but a device which is already set in previous step!!
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I am glad I was able to start a meaningful conversation on this subject. I am currently getting ready to draft the api for the ui part of my game engine.
Sent by my Droid.
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