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Home/ Questions/Q 3932902
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Editorial Team
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Editorial Team
Asked: May 19, 20262026-05-19T23:32:28+00:00 2026-05-19T23:32:28+00:00

Since drawing fonts is quite expensive in terms of CPU, many developers use a

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Since drawing fonts is quite expensive in terms of CPU,
many developers use a rasterized font to draw text on video games; that’s what I did too.

Using additive blending when drawing the text works fine regarding glyph edges,
these merge nicely with the background color.

But it brought another issue,

I decided to implement a ‘color’ parameter for drawing the font, instead of producing glyphs bitmaps for each color, otherwise memory usage might be an issue soon; depending how many glyphs and colors are needed but also the font size and since it supports Unicode, there can be thousands of glyphs needed depending the language.

Now when I blend, say a ‘Green’ font on a ‘Red’ background, it goes ‘Orange’ !
Which is the purpose of additive blending, but trying to bypass this went a little more complicate than expected. Obviously it doesn’t happen when background is ‘Black’ but it might not be that color in the end.

How can I recolor my ‘White’ font to ‘Any’ color, while still retaining additive blending over ‘Any’ color ?

Thanks a lot 😀

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  1. Editorial Team
    Editorial Team
    2026-05-19T23:32:29+00:00Added an answer on May 19, 2026 at 11:32 pm

    I have fixed it, here’s the answer !

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