[1:05:48][@flaturated][Should the Load Bitmap function also be optimized after making changes today to do premultiply?]
[1:06:23][@guit4rfreak][How would something like a dynamic array in this memory system work? Something that is persistent across frames, but able to change size. Holes are not possible in the memory arenas right now?]
[1:08:04][@arbesfeld][Couldn't a compiler translate the OpenGL commands to C commands and wrap them in a loop which iterates over the pixels?]
[1:10:34][@lucaspperin][Could you explain us how you free all the memory stack when closing the game?]
[1:10:56][@starchypancakes][I have a hard time understanding why sRGB conversions are required for the alpha channel at all, and why your intitial code wasn't correct. The alpha channel is being used to just represent a proportion of photons from one source and a proportion of photons from another source(s). Wouldn't that be outside of the purview of color curves because it doesn't technically have anything to do with brightness?]
[1:11:39][@gdmonkey][You seem to be manipulating colors on a low level. How are you pushing pixels? Sorry, I am kinda new]
[1:12:27][@grumpygiant256][Any reason why you write 'Texel.a + Dest.a - Texel.a*Dest.a' instead of just 'InvRSA*Dest.a + Texel.a', which would match the RGB channels?]
[1:12:54][Rearrange these calculations and keep on keeping on condensing]
[1:15:54][@andsz_][Wasn't the alpha channel authored with nonlinear colors?]