Details
-
Bug
-
Resolution: Done
-
P2: Important
-
5.4.0
-
None
-
Windows w/ Direct2D QPA
-
20ea0cbaba8fe38e1ab8c8240c3917af85f929f5
Description
When the translucent background is enabled, text is drawn as if it "inherits" the alpha of the background, so you only get the color applied when blending. A workaround is to use D2D1_TEXT_ANTIALIAS_MODE_GRAYSCALE instead.
We can special-case this in the paint engine, but are there any painter hints we can use to fallback to grayscale?