I've got an ugly issue with my alpha mapped 24 bit PNG's!
Whenever they are drawn at non-integer pixel boundaries, I see white pixels being blended in around the edges, as if all areas with an alpha of 0 had been filled in with white, and the bilinear filtering is grabbing that color around the borders to blend with!
And sure enough, if I disable filtering on my images, then the problem goes away, but then everything which is rotated or scaled down looks like ass, (even if mipmapping is enabled... oddly) and that's just not acceptable!
Has anyone had this problem? Does it have something to do with how the PNG's were saved, or what program was used to create them? If there were image data in those areas, then there wouldn't be a problem.
The only way right now I could potentially solve this issue would be to clamp the positions of all my sprites to integer boundaries, but then the movement wouldn't be as smooth, and there's no guarantees that will help with stuff which is rotated.
Whenever they are drawn at non-integer pixel boundaries, I see white pixels being blended in around the edges, as if all areas with an alpha of 0 had been filled in with white, and the bilinear filtering is grabbing that color around the borders to blend with!
And sure enough, if I disable filtering on my images, then the problem goes away, but then everything which is rotated or scaled down looks like ass, (even if mipmapping is enabled... oddly) and that's just not acceptable!
Has anyone had this problem? Does it have something to do with how the PNG's were saved, or what program was used to create them? If there were image data in those areas, then there wouldn't be a problem.
The only way right now I could potentially solve this issue would be to clamp the positions of all my sprites to integer boundaries, but then the movement wouldn't be as smooth, and there's no guarantees that will help with stuff which is rotated.

