Quote:Original post by EvilKnuckles666That "smooth thing" is called (bi)linear texture filtering. You disable it by using GL_NEAREST for the minification and magnification filtering modes instead of GL_LINEAR. The reason you get a black color at the edge of your texture is because the transparent pixels in the image are black, so when the texture is filtered you get some mix of (0,0,0,0) and your opaque color.
well that fixed it, is there a way to disable the "smooth" thing? because it's like I see a fine line of black pixels at the edge of my texture that has the alpha test
One way to "fix" this while still being able to use linear filtering is to simply use a different color for the transparent pixels that more closely match the pixels at the border of opaque->transparent. This will still have some artifacts where the colors don't match perfectly but it is much less noticeable and may be adequate for your purposes. The correct way is to extrude the colors at that border into the transparent pixels.