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figure out what to do with intersecting bitmaps

Open dankamongmen opened this issue 3 years ago • 2 comments

Right now, bitmaps are drawn in any order -- we're really designed (at the moment) for one bitmap on-screen at a time. We ought draw them in the z-order, from bottom to top. That might be sufficient for the bitmaps themselves. Unfortunately, that doesn't handle the following case:

  • bitmap underneath
  • text which is underneath
  • a partially transparent bitmap

this is because the text is being drawn in the second text pass, which is the final rasterization pass. theoretically this calls for arbitrarily many raster steps. i obviously don't like that idea.

dankamongmen avatar Apr 04 '21 01:04 dankamongmen

While we're at it, we need to honor piles when we're rendering sprixels. Right now the sprixel cache is per-notcurses context, not per-pile. That's #1462.

dankamongmen avatar Apr 22 '21 04:04 dankamongmen

I think we can get pretty far by simply making sure we draw bottom-to-top, rather than the indeterminate order currently honored. that's #1575.

dankamongmen avatar Apr 22 '21 04:04 dankamongmen