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I've managed to avoid Windows GDI for decades, and now I'm paying the price. The following C++ code does not result in the correct colors. It's just supposed to white-fill a window and then alpha blend a single bitmap. All of the alpha is per-pixel alpha in the bitmap.

// Create a memory DC
HDC hdcMem = CreateCompatibleDC(hdc);
HBITMAP hbmMem = CreateCompatibleBitmap(hdc, cxWnd, cyWnd);
SelectObject(hdcMem, hbmMem);

// White-fill the BG
FillRect(hdcMem, &rectWnd, static_cast<HBRUSH>(GetStockObject(WHITE_BRUSH)));

// Alpha blend the bitmap into the memory DC
HDC hdcSrc = CreateCompatibleDC(hdcMem);
HBITMAP hbmOld = static_cast<HBITMAP>(SelectObject(hdcSrc, hbm));
BLENDFUNCTION bfn = { AC_SRC_OVER, 0, 255, AC_SRC_ALPHA };
AlphaBlend(hdcMem, x, y, cxBmp, cyBmp, hdcSrc, 0, 0, cxBmp, cyBmp, bfn);
SelectObject(hdcSrc, hbmOld);
DeleteDC(hdcSrc);

// Blit the memory DC to the screen
BitBlt(hdc, 0, 0, cxWnd, cyWnd, hdcMem, 0, 0, SRCCOPY);

I've verified that all the variable values are correct and that the bitmap in hbm has the correct pixel colors and alphas.

The result shows many wrong colors, e.g., a blue pixel with low alpha should be pale blue but instead is dark red. Pixels with high alpha are much closer to what they should be.

Any help appreciated. TIA.

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The answer, from hints in the comments: Each color channel in each pixel must be premultiplied by the alpha before blending.

get DIB bits
for each pixel
  r = r * alpha / 255
  g = g * alpha / 255
  b = b * alpha / 255
set DIB bits

MS does not make this stuff easy to find. There's not a hint of it in the only alpha blending sample I could find:

http://msdn.microsoft.com/en-us/library/windows/desktop/dd183353(v=vs.85).aspx


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