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Intro and welcome
Where we left of from last time
Fixing the hero's color
Figuring out what the shift values are
Renaming bitscanforward to FindLeastSignificantSetBit
The intrinsics thing
Finding out what compiler we're on
Making a comprimise: Allowing the intrinsics file access to the platform layer
Determining what compiler is being used
Simple version of using the alpha channel
Alpha as an opacity value
Implementing 0-128 off, 129 onwards on for alpha
The dumb, slow way to do alpha blending.
Blackboard session explaining alpha blending using the background value
'Deriving' the formula for a linear blend
The cannonical form of a linear blend
How the 't' works in the linear blend formula
Implementing the floating point version of linear blend
Drawing the herohead at the location of the player
Stream spots a typo!
Stream suggests to assert the bitmap assertion mode!
You do not need #pragma intrinsic if you include <intrin.h>
Would it be worthwhile to avoid converting to float while doing the alpha blend?
Why is the Windows-logo still visible at the top?
Are there other ways to alpha blend and should you be taking into account which colors are easier to see?
Are we at all concerned with the destinations alpha?
Will the final blend favor the source over the destination, or is linear good enough?
How would you deal with other picture formats such as png, jpeg, etc.
Why is the mask so complicated to use?
Did you mean the other compiler LLVM or Clang?
In the bitscan function what about returning index negative one if not found?
Can you go over the linear alpha blend diagram again?
Is the large VirtualAlloc() at the beginning similar to Linux mmap()?
What bitvalue is 50% brightness?
Does the display bitmap operation actually do anything with the alpha channel?
The solid curve on Wikipedias gamma correction is the linear space intensity. Should be what you're looking for.