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### #ActualHodgman

Posted 09 September 2012 - 02:10 AM

It is the sampling from the texture that will get a bad color, isn't it? So a position between a white non transparent pixel and a black transparent pixel would become gray 50% transparent? If so, using pre multiplied alpha won't help as long as the colors are wrong?

Yes, so if we've got two pixels A=(1,1,1,1) and B=(0,0,0,0), then sampling exactly between them gives S=A*0.5+B*0.5, or S=(0.5, 0.5, 0.5, 0.5).
For example, let's say the background is light green: G=(0.5, 1, 0.5).
With regular alpha blending (src=srcAlpha, dst=1-srcAlpha), we get:
S*0.5 + G*0.5
=(0.25, 0.25, 0.25) + (0.25, 0.5, 0.25)
=(0.5, 0.75, 0.5) <- darker than the original background, hence the black outline around the sprite.

With premultiplied alpha blending (src=1, dst=1-srcAlpha), we get:
S + G*0.5
=(0.5, 0.5, 0.5) + (0.25, 0.5, 0.25)
=(0.75, 1, 0.75) <- brighter than the original background, no black outline any more.

(I am using pre multiple alpha already)

What does the code for setting your blend mode look like?

### #3Hodgman

Posted 09 September 2012 - 02:10 AM

It is the sampling from the texture that will get a bad color, isn't it? So a position between a white non transparent pixel and a black transparent pixel would become gray 50% transparent? If so, using pre multiplied alpha won't help as long as the colors are wrong?

Yes, so if we've got two pixels A=(1,1,1,1) and B=(0,0,0,0), then sampling exactly between them gives S=A*0.5+B*0.5, or S=(0.5, 0.5, 0.5, 0.5).
For example, let's say the background is light green: G=(0.5, 1, 0.5).
With regular alpha blending (src=srcAlpha, dst=1-srcAlpha), we get:
S*0.5 + G*0.5
=(0.25, 0.25, 0.25) + (0.25, 0.5, 0.25)
=(0.5, 0.75, 0.5) <- darker than the original background, hence the black outline around the sprite.

With premultiplied alpha blending (src=1, dst=1-srcAlpha), we get:
S + G*0.5
=(0.5, 0.5, 0.5) + (0.25, 0.5, 0.25)
=(0.75, 1, 0.75) <- brighter than the original background, no black outline any more.

(I am using pre multiple alpha already)

What does the code for setting your blend mode look like?

### #2Hodgman

Posted 09 September 2012 - 02:10 AM

It is the sampling from the texture that will get a bad color, isn't it? So a position between a white non transparent pixel and a black transparent pixel would become gray 50% transparent? If so, using pre multiplied alpha won't help as long as the colors are wrong?

Yes, so if we've got two pixels A=(1,1,1,1) and B=(0,0,0,0), then sampling exactly between them gives S=A*0.5+B*0.5, or S=(0.5, 0.5, 0.5, 0.5).
For example, let's say the background is light green: G=(0.5, 1, 0.5).
With regular alpha blending (src=srcAlpha, dst=1-srcAlpha), we get:
S*0.5 + G*0.5
=(0.25, 0.25, 0.25) + (0.25, 0.5, 0.25)
=(0.5, 0.75, 0.5) <- darker than the original background, hence the black outline around the sprite.

With premultiplied alpha blending (src=1, dst=1-srcAlpha), we get:
S + G*0.5
=(0.5, 0.5, 0.5) + (0.25, 0.5, 0.25)
=(0.75, 1, 0.75) <- brighter than the original background, no black outline any more.

### #1Hodgman

Posted 09 September 2012 - 02:09 AM

It is the sampling from the texture that will get a bad color, isn't it? So a position between a white non transparent pixel and a black transparent pixel would become gray 50% transparent? If so, using pre multiplied alpha won't help as long as the colors are wrong?

Yes, so if we've got two pixels A=(1,1,1,1) and B=(0,0,0,0), then sampling between them gives S=(0.5, 0.5, 0.5, 0.5).
For example, let's say the background is light green: G=(0.5, 1, 0.5).
With regular alpha blending (src=srcAlpha, dst=1-srcAlpha), we get:
S*0.5 + G*0.5
=(0.25, 0.25, 0.25) + (0.25, 0.5, 0.25)
=(0.5, 0.75, 0.5) <- darker than the original background, hence the black outline around the sprite.

With premultiplied alpha blending (src=1, dst=1-srcAlpha), we get:
S + G*0.5
=(0.5, 0.5, 0.5) + (0.25, 0.5, 0.25)
=(0.75, 1, 0.75) <- brighter than the original background, no black outline any more.

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