Antialiased Texture
Blitz3D Forums/Blitz3D Programming/Antialiased Texture
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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? |
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I don't think mipmapping should do that, it's supposed to be a method for blurring/blending textures at different distances???!!!! |
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oh, my bad, i didnt mean mipmapping. i meant masked. sorry |
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does anyone know? |
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yeah, use texture flag of 2, and the alpha channel information of either png or tga format. |
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That's the one. |