Antialiased Texture

Blitz3D Forums/Blitz3D Programming/Antialiased Texture

mipmapping sets all pixels of 000000 to an alpha of 0, but it looks a little tacky. Is there a way to antialias it kind of without having to create a whole different texture for alpha?

I don't think mipmapping should do that, it's supposed to be a method for blurring/blending textures at different distances???!!!!

oh, my bad, i didnt mean mipmapping. i meant masked. sorry

does anyone know?

yeah, use texture flag of 2, and the alpha channel information of either png or tga format.

That's the one.