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  1. POComputing "average" of two colors
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    <p>This is only marginally programming related - has much more to do w/ colors and their representation.</p> <p>I am working on a very low level app. I have an array of bytes in memory. Those are characters. They were rendered with anti-aliasing: they have values from 0 to 255, 0 being fully transparent and 255 totally opaque (alpha, if you wish).</p> <p>I am having trouble conceiving an algorithm for the rendering of this font. I'm doing the following for each pixel:</p> <pre><code> // intensity is the weight I talked about: 0 to 255 intensity = glyphs[text[i]][x + GLYPH_WIDTH*y]; if (intensity == 255) continue; // Don't draw it, fully transparent else if (intensity == 0) setPixel(x + xi, y + yi, color, base); // Fully opaque, can draw original color else { // Here's the tricky part // Get the pixel in the destination for averaging purposes pixel = getPixel(x + xi, y + yi, base); // transfer is an int for calculations transfer = (int) ((float)((float) (255.0 - (float) intensity/255.0) * (float) color.red + (float) pixel.red)/2); // This is my attempt at averaging newPixel.red = (Byte) transfer; transfer = (int) ((float)((float) (255.0 - (float) intensity/255.0) * (float) color.green + (float) pixel.green)/2); newPixel.green = (Byte) transfer; // transfer = (int) ((float) ((float) 255.0 - (float) intensity)/255.0 * (((float) color.blue) + (float) pixel.blue)/2); transfer = (int) ((float)((float) (255.0 - (float) intensity/255.0) * (float) color.blue + (float) pixel.blue)/2); newPixel.blue = (Byte) transfer; // Set the newpixel in the desired mem. position setPixel(x+xi, y+yi, newPixel, base); } </code></pre> <p>The results, as you can see, are less than desirable. That is a very zoomed in image, at 1:1 scale it looks like the text has a green "aura".</p> <p><img src="https://i.stack.imgur.com/9eRTX.jpg" alt="The test, less than great"></p> <p>Any idea for how to properly compute this would be greatly appreciated.</p> <p>Thanks for your time!</p>
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