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Thathmew

D3D -- Texture Filtering and Color-Keying

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Does anyone know how to get colorkeyed textures working properly with linear texture filtering on? I can set up the situation properly, and I''m using the fairly standard hot-pink color key. When I draw my poly''s I get a horrendous hot-pink outline around texels which border the transparent texels. Is it possible to get blended and color-keyed textures? Can it be done using more advanced alpha-blending? I have not been able to figure out how if so. -thath

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To get rid of the 'halo' you need to use an alpha channel (one bit is enough) in the texture instead of the color key. In addition to that you need to set the colors of the transparent area (alpha = 0) bordering the opaque area (alpha = 1) to the same.

To answer your questions: No, you cannot do colorkeying and blending without getting a border with the faded color of the color key. Yes, it can be done with more advanced alpha blending instead (see above).

- WitchLord

Edited by - WitchLord on June 21, 2000 3:10:11 PM

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Thanks. I was hoping to use the one bit alpha for seperate blending, but I suppose I can make do.

-thath

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