First the result when drawing one sprite at x=100 and one at x=100.5:

then the test-code:
And the testfile:

Why does this produce those jagged anti-alias outlines seen on the sprite drawn over the right rectangles (i know that white isn't as visible on the brighter rectangles ... but why isn't alpha-channel used there?).
Another thing is when drawing on a pixmap (I have all figure-sprites in one image, drawing player-colored sprites at the bottom) when now drawing them with integer-coordinates (120, 121 ...) everything is ok, but when using fractional coordinates (120.5,120.65,...) it's not only getting smeared/blurred (what's acceptable) but also blurred differently - so for example the dark skin-color used as face-border is drawn dark in one frame and brighter in the next and same for clothes etc.
This produces an akward visible defect (like blinking sprites).
Short: using non-fractional-coordinates everything works perfectly, using fractional-coordinates some disturbing effects are drawn. How to avoid?
bye
MB
edit: Ok, without filteredImage the effect would be gone, but also the smoothness of the movement.

then the test-code:
SetGraphicsDriver GLMax2DDriver() Graphics 800,600,0 Global Test:TImage =LoadImage("tvt_smeartestimg.png", FILTEREDIMAGE) Repeat Cls SetColor 255,255,0; DrawRect(150,100,50,100) SetColor 255,0,255; DrawRect(200,100,50,100) SetColor 0,0,255; DrawRect(250,100,50,100) SetColor 0,100,50; DrawRect(300,100,50,100) SetColor 255,255,255; DrawRect(100,100,50,100) DrawImage(Test,100,100) DrawImage(Test,100.5,150) Flip 0 Until KeyHit(KEY_ENTER)
And the testfile:

Why does this produce those jagged anti-alias outlines seen on the sprite drawn over the right rectangles (i know that white isn't as visible on the brighter rectangles ... but why isn't alpha-channel used there?).
Another thing is when drawing on a pixmap (I have all figure-sprites in one image, drawing player-colored sprites at the bottom) when now drawing them with integer-coordinates (120, 121 ...) everything is ok, but when using fractional coordinates (120.5,120.65,...) it's not only getting smeared/blurred (what's acceptable) but also blurred differently - so for example the dark skin-color used as face-border is drawn dark in one frame and brighter in the next and same for clothes etc.
This produces an akward visible defect (like blinking sprites).
Short: using non-fractional-coordinates everything works perfectly, using fractional-coordinates some disturbing effects are drawn. How to avoid?
bye
MB
edit: Ok, without filteredImage the effect would be gone, but also the smoothness of the movement.