Timeline for Why do my sprites have a dark shadow/line/frame surrounding the texture?
Current License: CC BY-SA 4.0
11 events
| when toggle format | what | by | license | comment | |
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| Feb 18 at 5:20 | comment | added | Beefster | I spent like 2 hours trying to clear a canvas atlas to transparent black, only to find that's what it was doing, then thinking I did something wrong with my shader, and then I found this, and it looks to be a fix for the problem. Thank you so much! | |
| S Nov 17, 2022 at 13:17 | history | suggested | Glorfindel | CC BY-SA 4.0 | broken link fixed, cf. https://meta.stackoverflow.com/a/406565/4751173 |
| Nov 17, 2022 at 9:03 | review | Suggested edits | |||
| S Nov 17, 2022 at 13:17 | |||||
| Dec 16, 2011 at 23:21 | history | edited | David Gouveia | CC BY-SA 3.0 | added 211 characters in body |
| Dec 16, 2011 at 23:19 | comment | added | David Gouveia | @Trevor Roger, I figured that was the case, just like the Content Pipeline in XNA 4.0. | |
| Dec 16, 2011 at 23:17 | comment | added | Trevor Powell | It's worth adding that the XCode build process auto-converts textures into a pre-multiplied format, while copying them into the app bundle. So even if you didn't create your textures as pre-multiplied textures, that's what they'll probably be by the time your program is loading them. (There used to be an undocumented way to disable this autoconversion. Not sure if it's still possible to disable under current versions of XCode) | |
| Dec 16, 2011 at 23:06 | comment | added | David Gouveia | There, fixed. I just did a quick Google on GL_SRC_ONE and got a few matches, so I figured it existed and wrote that. ;-) | |
| Dec 16, 2011 at 23:04 | history | edited | David Gouveia | CC BY-SA 3.0 | deleted 4 characters in body |
| Dec 16, 2011 at 23:01 | vote | accept | Kai | ||
| Dec 16, 2011 at 23:01 | comment | added | Kai | Thank zoo very, very, very (did I say very?) much. I promise I'll also read/watch the recommended background info, but your hint really helped. I struggled with that one since yesterday, tried everything, read a lot. Same question posted 12 hours ago on stackoverflow had no answers. Actually it's glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);. | |
| Dec 16, 2011 at 22:30 | history | answered | David Gouveia | CC BY-SA 3.0 |