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?
Antialiased Texture
Blitz3D Forums/Blitz3D Programming/Antialiased Texture 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.