Here’s an odd thing that keeps cropping up. I have an app with a number of overlapping 3D planes. Each plane has a texture applied with alpha transparency. On native targets, a slight white outline/glow appears where the textures overlap. On the HTML5 target the white glow is even more prominent.
Here are some images to illustrate.
Ideally this is what I want:
The native(windows) target has white outlines but they are near negligible so I won’t bother posting it…
Thanks for clearing that one up singmajesty, was looking at http://blog.peteshand.net/load-assets-into-away3d-openfl-via-runtime-texture-packer/ and then found this and all of a sudden got worried. :slight_smile
Going to start hacking something together that depends heavily on sprites super imposed on a looped background. Soccer player headshots and stats, so I need alpha. Premultiplied Alpha it is.
Any place I can read up a bit more on this, if anyone has a link, would be very handy.
We “bake” the alpha into the color of our textures, in GL, when blending occurs, it works naturally like you would expect. Otherwise, semi-transparent pixels will over multiply and result in fringe pixels that are the wrong color
This was a day one feature of the current OpenFL renderer, it’s always enabled to prevent issues like above