https://bugs.kde.org/show_bug.cgi?id=356462
Dmitry Kazakov <dimul...@gmail.com> changed: What |Removed |Added ---------------------------------------------------------------------------- CC| |dimul...@gmail.com --- Comment #5 from Dmitry Kazakov <dimul...@gmail.com> --- Short: The solution for the original problem: "just use 51% opacity to avoid rounding, or use another composite op" Long: The formula for Normal alpha blending looks like that: newColor = dstColor + alpha * (srcColor - dstColor) In our case: dstColor = 1 srcColor = 0 alpha = 0.5 We do all the calculations in a floating point numbers, so we get: newColor = 1.0 + 0.5 * (0.0 - 0.5) = 0.5 Then, we convert the floating-point number back to integers using rounding: newColorInt = round(0.5) = 1 We cannot skip rounding, because if we do the effects will be drastic. The image pixels will flip to different sides in a random way, creating artifacts on the merged image. So, speaking truly, I don't know if we can (or should) fix this bug. How do the other applications work with this case? -- You are receiving this mail because: You are watching all bug changes.