Antialiased Texture

Blitz3D Forums/Blitz3D Programming/Antialiased Texture

EvilMeowChi(Posted 2003) [#1]
mipmapping sets all pixels of 000000 to an alpha of 0, but it looks a little tacky. Is there a way to antialias it kind of without having to create a whole different texture for alpha?


Sunteam Software(Posted 2003) [#2]
I don't think mipmapping should do that, it's supposed to be a method for blurring/blending textures at different distances???!!!!


EvilMeowChi(Posted 2003) [#3]
oh, my bad, i didnt mean mipmapping. i meant masked. sorry


EvilMeowChi(Posted 2003) [#4]
does anyone know?


Rob(Posted 2003) [#5]
yeah, use texture flag of 2, and the alpha channel information of either png or tga format.


Anthony Flack(Posted 2003) [#6]
That's the one.