When glyph underneath us is a full block, interpret its foreground color as a background color (maybe) #801
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enhancement
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nonfix
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I'm not sure if this doesn't actually make things far too difficult to reason about, but I was running the demo today, and noticed that if you lay the HUD atop the FPS graph, you get black backgrounds for all HUD characters, while the spaces between them show the expected "background" (due to the foreground glyph+color coming through). See attached screenshot. In the case of a space/fullblock, maybe we invert the colors for purposes of blending? I'm unsure, but wanted to jot this down.
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