by Xaser » Sat Feb 12, 2011 1:42 pm
The problem is that it doesn't happen to just black (#000000), but to any other color that's sufficiently dark enough. That means that in order to work around this, a couple more shades of dark have to be removed (resulting in a not-quite-smooth fade to translucent in GL).
Not that it's a huge deal, mind you, but that just goes to say that this still happens in cases where transparency is correctly applied to the outside sprite edges.
The problem is that it doesn't happen to just black (#000000), but to any other color that's sufficiently dark enough. That means that in order to work around this, a couple more shades of dark have to be removed (resulting in a not-quite-smooth fade to translucent in GL).
Not that it's a huge deal, mind you, but that just goes to say that this still happens in cases where transparency is correctly applied to the outside sprite edges.