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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TRGBAlphaImage"></a><h1 class="cio">Class TRGBAlphaImage</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleImages.html">CastleImages</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TRGBAlphaImage = class(<a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TCastleImage description follows</div><p>
An abstract class representing image as a simple array of pixels. <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a> is a pointer to Width * Height * Depth of pixels.
<p>What exactly is a "pixel" is undefined in this class. Each descendant of <code>TCastleImage</code> defines it's own pixel encoding and interpretation. The only requirement is that all pixels have the same size (<a class="normal" href="CastleImages.TCastleImage.html#PixelSize">PixelSize</a>). For example, for <a class="normal" href="CastleImages.TRGBImage.html">TRGBImage</a> a "pixel" is a <a class="normal" href="CastleVectors.html#TVector3Byte">TVector3Byte</a> type representing a (red, green, blue) color value.
<p>When Depth > 1, the image is actually a 3D (not just 2D!) image. We call the particular 2D layers then "slices". Although some <code>TCastleImage</code> methods (and functions in other units, like <a class="normal" href="CastleGLImages.html">CastleGLImages</a>) still operate only on the 1st "slice", that is the 2D image on Depth = 0 — be careful. But many methods correctly take the depth into consideration.
<p>Pixels in <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a> are ordered in slices, each slice is ordered in rows, in each row pixels are specified from left to right, rows are specified starting from lower row to upper. This means that you can think of <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a> as
<p></p>
<pre class="longcode">
ˆ(<span class="pascal_keyword">packed</span> <span class="pascal_keyword">array</span>[<span class="pascal_numeric">0</span>..Depth - <span class="pascal_numeric">1</span>, <span class="pascal_numeric">0</span>..Height - <span class="pascal_numeric">1</span>, <span class="pascal_numeric">0</span>..Width - <span class="pascal_numeric">1</span>] <span class="pascal_keyword">of</span> TPixel)
</pre>
<p>
<p>Assuming the above definition, <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a>ˆ[z, y, x] is color of pixel at position z, x, y.
<p>Note that specifying rows from lower to upper follows an OpenGL standard, this makes using this unit with OpenGL straightforward.
<p>Don't ever operate on <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a> pointer directly — allocating, reallocating, freeing memory pointed to by <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a> is handled inside this class. You must only worry to always free created <code>TCastleImage</code> instances (like with any class).
<p>Note that the only valid states of instances of this class are when (Width * Height * Depth > 0 and <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a> <> nil) or (Width * Height * Depth = 0 and <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a> = nil). Otherwise the fundamental assumption that <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a> is a pointer to Width * Height * Depth pixels would be broken (as nil pointer cannot point to anything, and on the other side it's rather useless to have a pointer to 0 bytes (since you can never dereference it anyway) even if theoretically every PtrInt value can be treated as valid pointer to 0 bytes).
<p>Note about coordinates:
<p></p>
<ol class="paragraph_spacing">
<li value="1"><p>All X, Y, Z coordinates of pixels are 0-based (X in range 0..Width-1, and Y in 0..Height-1, and Z in 0..Depth-1).</p></li>
<li value="2"><p>If documentation for some method does not specify otherwise, correctness of coordinates is *not* checked in method, which can lead to various errors at runtime if you will pass incorrect coordinates to given routine.</p></li>
</ol>
<p></p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleImages.TEncodedImage.html">TEncodedImage</a></li>
<li class="ancestor"><a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a></li>
<li class="thisitem">TRGBAlphaImage</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>class function <b><a href="CastleImages.TRGBAlphaImage.html#PixelSize">PixelSize</a></b>: Cardinal; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="CastleImages.TRGBAlphaImage.html#ColorComponentsCount">ColorComponentsCount</a></b>: Cardinal; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TRGBAlphaImage.html#PixelPtr">PixelPtr</a></b>(const X, Y: Cardinal; const Z: Cardinal = 0): <a href="CastleVectors.html#PVector4Byte">PVector4Byte</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TRGBAlphaImage.html#RowPtr">RowPtr</a></b>(const Y: Cardinal; const Z: Cardinal = 0): <a href="CastleVectors.html#PArray_Vector4Byte">PArray_Vector4Byte</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBAlphaImage.html#InvertRGBColors">InvertRGBColors</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBAlphaImage.html#SetColorRGB">SetColorRGB</a></b>(const x, y: Integer; const v: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBAlphaImage.html#Clear">Clear</a></b>(const Pixel: <a href="CastleVectors.html#TVector4Byte">TVector4Byte</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TRGBAlphaImage.html#IsClear">IsClear</a></b>(const Pixel: <a href="CastleVectors.html#TVector4Byte">TVector4Byte</a>): boolean; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBAlphaImage.html#ClearAlpha">ClearAlpha</a></b>(const Alpha: Byte);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBAlphaImage.html#TransformRGB">TransformRGB</a></b>(const Matrix: <a href="CastleVectors.html#TMatrix3Single">TMatrix3Single</a>); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBAlphaImage.html#ModulateRGB">ModulateRGB</a></b>(const ColorModulator: <a href="CastleColors.html#TColorModulatorByteFunc">TColorModulatorByteFunc</a>); override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBAlphaImage.html#AlphaDecide">AlphaDecide</a></b>(const AlphaColor: <a href="CastleVectors.html#TVector3Byte">TVector3Byte</a>; Tolerance: Byte; AlphaOnColor: Byte; AlphaOnNoColor: Byte);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBAlphaImage.html#Compose">Compose</a></b>(RGB: <a href="CastleImages.TRGBImage.html">TRGBImage</a>; AGrayscale: <a href="CastleImages.TGrayscaleImage.html">TGrayscaleImage</a>);</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleImages.TRGBAlphaImage.html#HasAlpha">HasAlpha</a></b>: boolean; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TRGBAlphaImage.html#AlphaChannel">AlphaChannel</a></b>( const AlphaTolerance: Byte): <a href="CastleImages.html#TAlphaChannel">TAlphaChannel</a>; override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBAlphaImage.html#LerpWith">LerpWith</a></b>(const Value: Single; SecondImage: <a href="CastleImages.TCastleImage.html">TCastleImage</a>); override;</code></td>
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<td class="itemcode"><code>class procedure <b><a href="CastleImages.TRGBAlphaImage.html#MixColors">MixColors</a></b>(const OutputColor: Pointer; const Weights: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>; const Colors: <a href="CastleVectors.html#TVector4Pointer">TVector4Pointer</a>); override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleImages.TRGBAlphaImage.html#ToRGBImage">ToRGBImage</a></b>: <a href="CastleImages.TRGBImage.html">TRGBImage</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleImages.TRGBAlphaImage.html#ToGrayscaleAlphaImage">ToGrayscaleAlphaImage</a></b>: <a href="CastleImages.TGrayscaleAlphaImage.html">TGrayscaleAlphaImage</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleImages.TRGBAlphaImage.html#ToGrayscaleImage">ToGrayscaleImage</a></b>: <a href="CastleImages.TGrayscaleImage.html">TGrayscaleImage</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleImages.TRGBAlphaImage.html#PremultiplyAlpha">PremultiplyAlpha</a></b>;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleImages.TRGBAlphaImage.html#AlphaPixels">AlphaPixels</a></b>: <a href="CastleVectors.html#PVector4Byte">PVector4Byte</a> read GetAlphaPixels;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleImages.TRGBAlphaImage.html#PremultipliedAlpha">PremultipliedAlpha</a></b>: boolean read FPremultipliedAlpha;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PixelSize"></a><code>class function <b>PixelSize</b>: Cardinal; override;</code></td>
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<td class="itemcode"><a name="ColorComponentsCount"></a><code>class function <b>ColorComponentsCount</b>: Cardinal; override;</code></td>
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<td class="itemcode"><a name="PixelPtr"></a><code>function <b>PixelPtr</b>(const X, Y: Cardinal; const Z: Cardinal = 0): <a href="CastleVectors.html#PVector4Byte">PVector4Byte</a>;</code></td>
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<td class="itemcode"><a name="RowPtr"></a><code>function <b>RowPtr</b>(const Y: Cardinal; const Z: Cardinal = 0): <a href="CastleVectors.html#PArray_Vector4Byte">PArray_Vector4Byte</a>;</code></td>
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<td class="itemcode"><a name="InvertRGBColors"></a><code>procedure <b>InvertRGBColors</b>; override;</code></td>
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<td class="itemcode"><a name="SetColorRGB"></a><code>procedure <b>SetColorRGB</b>(const x, y: Integer; const v: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); override;</code></td>
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<td class="itemcode"><a name="Clear"></a><code>procedure <b>Clear</b>(const Pixel: <a href="CastleVectors.html#TVector4Byte">TVector4Byte</a>); override;</code></td>
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<td class="itemcode"><a name="IsClear"></a><code>function <b>IsClear</b>(const Pixel: <a href="CastleVectors.html#TVector4Byte">TVector4Byte</a>): boolean; override;</code></td>
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<td class="itemcode"><a name="ClearAlpha"></a><code>procedure <b>ClearAlpha</b>(const Alpha: Byte);</code></td>
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Set alpha channel on every pixel to the same given value.</p>
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<td class="itemcode"><a name="TransformRGB"></a><code>procedure <b>TransformRGB</b>(const Matrix: <a href="CastleVectors.html#TMatrix3Single">TMatrix3Single</a>); override;</code></td>
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<td class="itemcode"><a name="ModulateRGB"></a><code>procedure <b>ModulateRGB</b>(const ColorModulator: <a href="CastleColors.html#TColorModulatorByteFunc">TColorModulatorByteFunc</a>); override;</code></td>
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<td class="itemcode"><a name="AlphaDecide"></a><code>procedure <b>AlphaDecide</b>(const AlphaColor: <a href="CastleVectors.html#TVector3Byte">TVector3Byte</a>; Tolerance: Byte; AlphaOnColor: Byte; AlphaOnNoColor: Byte);</code></td>
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Set alpha of every pixel to either AlphaOnColor (when color of pixel is equal to AlphaColor with Tolerance, see <a class="normal" href="CastleImages.html#EqualRGB">EqualRGB</a>) or AlphaOnNoColor.</p>
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<td class="itemcode"><a name="Compose"></a><code>procedure <b>Compose</b>(RGB: <a href="CastleImages.TRGBImage.html">TRGBImage</a>; AGrayscale: <a href="CastleImages.TGrayscaleImage.html">TGrayscaleImage</a>);</code></td>
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Copy RGB contents from one image, and alpha contents from the other. RGB channels are copied from the RGB image, alpha channel is copied from the Grayscale image. Given RGB and Grayscale images must have the same size, and this is the resulting size of this image after Compose call.</p>
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<td class="itemcode"><a name="HasAlpha"></a><code>function <b>HasAlpha</b>: boolean; override;</code></td>
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<td class="itemcode"><a name="AlphaChannel"></a><code>function <b>AlphaChannel</b>( const AlphaTolerance: Byte): <a href="CastleImages.html#TAlphaChannel">TAlphaChannel</a>; override;</code></td>
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<td class="itemcode"><a name="LerpWith"></a><code>procedure <b>LerpWith</b>(const Value: Single; SecondImage: <a href="CastleImages.TCastleImage.html">TCastleImage</a>); override;</code></td>
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<td class="itemcode"><a name="MixColors"></a><code>class procedure <b>MixColors</b>(const OutputColor: Pointer; const Weights: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>; const Colors: <a href="CastleVectors.html#TVector4Pointer">TVector4Pointer</a>); override;</code></td>
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<td class="itemcode"><a name="ToRGBImage"></a><code>function <b>ToRGBImage</b>: <a href="CastleImages.TRGBImage.html">TRGBImage</a>;</code></td>
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Remove alpha channel.</p>
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<td class="itemcode"><a name="ToGrayscaleAlphaImage"></a><code>function <b>ToGrayscaleAlphaImage</b>: <a href="CastleImages.TGrayscaleAlphaImage.html">TGrayscaleAlphaImage</a>;</code></td>
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Flatten to grayscale.</p>
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<td class="itemcode"><a name="ToGrayscaleImage"></a><code>function <b>ToGrayscaleImage</b>: <a href="CastleImages.TGrayscaleImage.html">TGrayscaleImage</a>;</code></td>
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<p>
Flatten to grayscale and remove alpha channel.</p>
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<td class="itemcode"><a name="PremultiplyAlpha"></a><code>procedure <b>PremultiplyAlpha</b>;</code></td>
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Premultiply the RGB channel with alpha, to make it faster to use this image as source for <a class="normal" href="CastleImages.TCastleImage.html#DrawTo">TCastleImage.DrawTo</a> and <a class="normal" href="CastleImages.TCastleImage.html#DrawFrom">TCastleImage.DrawFrom</a> operations. Changes <a class="normal" href="CastleImages.TRGBAlphaImage.html#PremultipliedAlpha">PremultipliedAlpha</a> from <code>False</code> to <code>True</code>. Unless <a class="normal" href="CastleImages.TRGBAlphaImage.html#PremultipliedAlpha">PremultipliedAlpha</a> was already <code>True</code>, in which case this method does nothing — this way it is safe to call this many times, we will not repeat multiplying.
<p><i>The image with premultiplied alpha can only be used with a subset of image routines that actually support premultiplied alpha.</i> Right now, these are only <a class="normal" href="CastleImages.TCastleImage.html#DrawTo">TCastleImage.DrawTo</a> and <a class="normal" href="CastleImages.TCastleImage.html#DrawFrom">TCastleImage.DrawFrom</a>. Image with <a class="normal" href="CastleImages.TRGBAlphaImage.html#PremultipliedAlpha">PremultipliedAlpha</a> can be used as a source for drawing, and the results will be the same as without premultiplying, but faster.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="AlphaPixels"></a><code>property <b>AlphaPixels</b>: <a href="CastleVectors.html#PVector4Byte">PVector4Byte</a> read GetAlphaPixels;</code></td>
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This is the same pointer as <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a>, only typecasted to <a class="normal" href="CastleVectors.html#PVector4Byte">PVector4Byte</a></p>
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<td class="itemcode"><a name="PremultipliedAlpha"></a><code>property <b>PremultipliedAlpha</b>: boolean read FPremultipliedAlpha;</code></td>
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