Seems like it\'s not as simple as RGB1*A1 + RGB2*A2...how are values clipped? Weighted? Etc.
And is this a context-dependent question? Are there different algorit
I don't know about OpenGL, but one pixel of opacity A is usually drawn on another pixel like so:
result.r = background.r * (1 - A) + foreground.r * A result.g = background.g * (1 - A) + foreground.g * A result.b = background.b * (1 - A) + foreground.b * A
Repeat this operation for multiple pixels.