Is there any reason some alpha channels will still leave a light border around my object? It only occurs in HWA.
Direct3D (8 and 9)
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Standard
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Alpha Channels leaving white border
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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could you show what the unscaled/rotated object looks like, its alpha mask, and the RGB without the alpha mask? Possibly, the hardware is interpolating from texture regions outside of the object, or that your sprite's RGB data doesn't extend out to the edge of the alpha mask, so it's blending in adjacent colors which aren't part of your intended result. This is a common cause of halos of any color when dealing with alpha channels in hardware-accelerated games...
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That's the alpha mask, the rgb mask is solid #000000 black. I tried increasing the size of the canvas but it still doesn't work
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Try making sure it is a multiple of 32, or at least a power of 2 (8,16,32,64,128,256,512). If the problem is specific to your gpu, it can sometimes be caused by resizing the textures in the pipeline.
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It's 8x8 right now, but I made the canvas 32x32 with the image centered and the same thing happened.
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Can you upload a demo mfa? Shouldn't be too big for this one.
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I've figured out that it wasn't just a white border, the border takes on the colour of the background.
Please login to see this link.I can't recreate this in a new MFA, but I stripped everything out of my current project and it still happens. There are two objects, the small one that I had issues with, and a cloned one that is much larger where the effect is more noticeable.
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Really just seems like your alpha map is too gray/white... So of course it's going to show with like a ring around the bullet... If you just up the contrast on the alpha map, the problem is fixed.
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Erm... that doesn't make sense. The alpha map controls transparency, not colour. In any case, pasting these objects into a blank frame doesn't replicate the issue, which means it is most likely a bug.
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Hmmm, I can't get it to happen in your example, though I didn't have that hue shift shader that you use on Layer 1.
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Oh! I forgot I left that on there. That's what was causing it; I used to use my shader there but then I made a native MMF2 version so I could port this to other platforms. I didn't even need it. Thanks!
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