Only black anti-aliasing?
When I change the angle of an active with Quality=1 (maximum quality), the anti-aliasing is always a black colour? Why is that? Is it possible to make the anti-aliasing use the colour of the active instead?
I'm using Direct3D 9 if that makes a difference.
Re: Only black anti-aliasing?
Read the help. It says any of the direct modes should NOT be used with any type of fades at all, which includes antialiasing. If you try to do fades it will result in odd black things.
Re: Only black anti-aliasing?
Hmm, so there's no way to get a nice smooth rotated image in MMF?
Re: Only black anti-aliasing?
Turn off Direct3D 9 mode.
Re: Only black anti-aliasing?
That's a pity, the Direct3D 9 mode was superior to the other modes it was so wonderful and smooth! It just suffered the blackness :(
Re: Only black anti-aliasing?
I wrote you an article.
Rest assured, this is an issue that can be dealt with without sacrificing speed, quality or display modes :P
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=182021
Re: Only black anti-aliasing?
It is not by definition a problem with MMF2 either. I had forgot to do this with one of my objects in Night Sky (which is still not released), and it looked bad with the Wii replacement engine just as it did on the MMF2 build, so it's just generic for hardware acceleration. It's annoying to deal with though; because Photoshop (CS2) automatically set the colour of fully transparent pixels to white I have to import the .png's in the MMF2 image editor, change the fully transparent pixel colours and export the images again.
Re: Only black anti-aliasing?
Wait, what? Turn Direct3D 9 off? That's horrible advice. Create your own anti-alias by using alpha channels. Anti-alias is obsolete in MMF2. Take your image into something that supports alpha channels and export into PNG, then soften the edges up, and bring the image back into MMF2 using import.
Alpha channels are far superior than anti-alias because anti-alias is intended to soften edges on 3D polygon's, not blur the edges of 2D sprites or in this case, textures on 3D polygons.
Alpha channels are a separate gray-scale channel which dictates the transparency of individual pixels on a scale from white (fully visible) to black (entirely transparent) and everything in-between. All you need to do is soften the boldness between the black and white on the edges around the sprite and ta-da! You've got anti-alias.
Now obviously, good professional anti-alias takes a little more than 'blurring' the alpha channel out, but it will get the job done and doesn't need you to turn off perhaps the best thing that's ever happened to MMF2!
Re: Only black anti-aliasing?
I wish I could remove my post somehow (I thought he was using the Direct display mode that was bad; I mis-understood). BrandonC, read SEELE's post please.
Re: Only black anti-aliasing?
Sorry if my post seemed hostile, I'm just getting kind of irritated at the general distaste the community seems to have toward perhaps the best update to ever come to MMF2 for who knows what excuse they come up with.
Yves did a magnificent job on Direct3D and I think that the only possible flaw is that interface/system based objects have some problems such as not having transparent boarders and not showing in full screen mode, but that is ENTIRELY understandable and acceptable.