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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.
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.
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)
ITextSurfaceRenderer.Render() currently doesn't respect semi-transparency in font textures (including the Cheepicus12 font included in SadConsole) because it uses BlendState.NonPremultiplied.
Image reference
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