Correctly calculate alpha in a few places by dividing by 255, not 256. Fix the argb and bgra blending functions to avoid an off-by-one error in the calculations, so painting with alpha = 0xff doesn't ever bleed through from behind
Correctly calculate alpha in a few places by dividing by 255, not 256. Fix the argb and bgra blending functions to avoid an off-by-one error in the calculations, so painting with alpha = 0xff doesn't ever bleed through from behind