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ITextSurfaceRenderer.Render() should use BlendState.AlphaBlend by default #73

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CuriouserThing opened this issue Feb 3, 2017 · 3 comments
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@CuriouserThing
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ITextSurfaceRenderer.Render() currently doesn't respect semi-transparency in font textures (including the Cheepicus12 font included in SadConsole) because it uses BlendState.NonPremultiplied.

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@Thraka Thraka added the bug label Feb 3, 2017
@Thraka Thraka self-assigned this Feb 3, 2017
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Thraka commented Feb 3, 2017

Doh! I had this long ago and must have removed it at some point. This will be fixed in the upcoming major release. Within a week.

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Thraka commented Feb 4, 2017

In some quick tests there are some oddities between OpenGL, DirectX, and Android. Setting the blend state to alpha makes DirectX work perfect, OpenGL and Android don't seem to care. Using the latest dev version of MonoGame OpenGL, it's a bit better but still doesn't match DirectX.

Will continue to investigate.

@Thraka Thraka added this to the Code Restructure milestone Feb 13, 2017
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Thraka commented Feb 13, 2017

DirectX will support this correctly. OpenGL may have to wait for the next public release of MonoGame (or your game will have to at least use the preview build)

Will be in PR #72

@Thraka Thraka closed this as completed May 16, 2017
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