compositing, the whole thing ends up being equivalent to the
output kernel from above.
- - Glyph polygons
-
- If glyphs could be given as polygons, they could be
- positioned and rasterized more accurately. The glyph
- structure would need subpixel positioning though.
-
- Color space conversion
The complete model here is that each surface has a color
with color spaces? Presumably dithering should happen in linear
intensity space).
+ - Floating point surfaces, 16, 32 and possibly 64 bit per
+ channel.
+
+ Maybe crack:
+
+ - Glyph polygons
+
+ If glyphs could be given as polygons, they could be
+ positioned and rasterized more accurately. The glyph
+ structure would need subpixel positioning though.
+
- Luminance vs. coverage for the alpha channel
Whether the alpha channel should be interpreted as luminance
also be considered whether it should be possible to have
both channels in the same drawable.
- - Floating point surfaces, 16, 32 and possibly 64 bit per
- channel.
+ - Alternative for component alpha
+
+ - Set component-alpha on the output image.
+
+ - This means each of the components are sampled
+ independently and composited in the corresponding
+ channel only.
+
+ - Have 3 x oversampled mask
+
+ - Scale it down by 3 horizontally, with [ 1/3, 1/3, 1/3 ]
+ resampling filter.
+
+ Is this equivalent to just using a component alpha mask?
Incompatible changes: