antialiasing - alpha blending

Started by , Mon 29/11/2004 22:33:06

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doodledude

Hi, i was just wondering if alpha blended sprites are actually anti-aliased against the background in AGS.

I've heard several people mention that this is possible, however in the help file it says that there is no anti-aliasing.

thank you


strazer

Yes they are but currently alpha-blending doesn't work on scaled sprites.

Radiant

? I thought if you had a character with scaling and transparency enabled, it would work ?

strazer

Hm, you're right!
Don't know what I was thinking. I remember my character having a black border around him when he was scaled.
I've just tested it, works fine. Sorry for the confusion.

Janik

You were probably referring to the fact that scaled alpha sprites aren't anti-aliased (by which I mean the interior pixels, not the edge pixels).
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Alynn

Quote from: doodledude on Mon 29/11/2004 22:33:06
Hi, i was just wondering if alpha blended sprites are actually anti-aliased against the background in AGS.

I've heard several people mention that this is possible, however in the help file it says that there is no anti-aliasing.

thank you



You must be in the highest color setting though, you can't do it in 256 or 16bit just wanted to clarify

subspark

Im sorry forgive me but I am a little confused.

How does antialiasing alpha blended sprites do any favors?

They are both mutually exclusive.

My point is why support antialiasing an alpha blended sprite when it can be as jaggie free as the alpha needs to be.

I can understand that antialiasing a sprite with standard transparency would acheive a similar effect without the need for alpha channels. Why combine the two seperate approaches of having jaggie free sprites? This is simply not making any sense.

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