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#ActualHodgman

Posted 29 September 2012 - 12:00 AM

There's no reason that this shouldn't work in theory. If you've got a reproducible case that does something obviously wrong, send a bug report to the authors of your art tool.

In Photoshop, there's generally two ways of working with transparency.
The first, is to have a layer where you actually delete some pixels, so you have "transparent" pixels on that layer -- I've found that this mode can behave in some pretty weird ways in certain situations.
The second is to actually ensure that all pixels have colour, and represent transparency via another channel (either the alpha channel, or a mask channel) -- I've found this mode to be much better behaved.

E.g. if I've got a cut-out sprite on a black background, with a transparency mask layer, and resize it, then it does what it supposed to do. The black/white transparency layer develops a grey gradient, and the colour layer develops a fade-to-black edge. When I then render the image in-game with pre-multiplied alpha (src=one, dst=1-srcAlpha) then it appears as intended.


N.B. if you're expecting the resulting image to still have a hard on/off transparency mask, then that is a problem. Bicubic/bilinear filters should produce a fractional alpha result.

#1Hodgman

Posted 28 September 2012 - 11:11 PM

There's no reason that this shouldn't work in theory. If you've got a reproducible case that does something obviously wrong, send a bug report to the authors of your art tool.

In Photoshop, there's generally two ways of working with transparency.
The first, is to have a layer where you actually delete some pixels, so you have "transparent" pixels on that layer -- I've found that this mode can behave in some pretty weird ways in certain situations.
The second is to actually ensure that all pixels have colour, and represent transparency via another channel (either the alpha channel, or a mask channel) -- I've found this mode to be much better behaved.

E.g. if I've got a cut-out sprite on a black background, with a transparency mask layer, and resize it, then it does what it supposed to do. The black/white transparency layer develops a grey gradient, and the colour layer develops a fade-to-black edge. When I then render the image in-game with pre-multiplied alpha (src=one, dst=1-srcAlpha) then it appears as intended.

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