On 05-11-12 20:19, pennec victor wrote:
Could anybody help ?
Essentially you want to compute the following (right?):
new colour: A+B-2AB
new alpha: A+B-AB
(The latter is from the SVG compositing spec, and I assume in your case
it's a bit flexible, as long as alpha=1 stays 1.)
You have a couple of options.
1. First form source*dest. Then multiply the alpha channel by 0.5, call
the result C. Then compute 0.5*(A+B), then 2*0.5*(A+B)-2*C.
2. Compute (1-A) and (1-B), but with alpha intact (use either
feComponentTransfer or feColorMatrix). Then compute both (1-A)*B and
(1-B)*A (as you kept alpha intact, this will work). Now sum the two
results. Here you might get into a little bit of trouble, depending on
how implementations handle premultiplication and clipping of the alpha
channel. If you do run into trouble, just multiply the alpha channels of
(1-A) and (1-B) by 0.5, I think that should fix it.
Option 2 is probably better in terms of numerical precision (especially
if you do not have to multiply the alpha channel by 0.5).
How do you deal with alpha when using feComposite ?
You find some formula that keeps it intact. (It might not be a bad idea
if this got fixed in SVG 2.) In extreme cases you can also unravel the
image into its R, G, B and A components using four different alpha-only
images. Then you're essentially free to do what you want.