Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: on Mon 29/11/2004 22:33:06

Title: antialiasing - alpha blending
Post by: on Mon 29/11/2004 22:33:06
Hi, i was just wondering if alpha blended sprites are actually anti-aliased against the background in AGS.

I've heard several people mention that this is possible, however in the help file it says that there is no anti-aliasing.

thank you

Title: Re: antialiasing - alpha blending
Post by: strazer on Mon 29/11/2004 22:54:05
Yes they are but currently alpha-blending doesn't work on scaled sprites.
Title: Re: antialiasing - alpha blending
Post by: Radiant on Mon 29/11/2004 23:35:14
? I thought if you had a character with scaling and transparency enabled, it would work ?
Title: Re: antialiasing - alpha blending
Post by: strazer on Mon 29/11/2004 23:47:22
Hm, you're right!
Don't know what I was thinking. I remember my character having a black border around him when he was scaled.
I've just tested it, works fine. Sorry for the confusion.
Title: Re: antialiasing - alpha blending
Post by: Janik on Wed 01/12/2004 05:31:46
You were probably referring to the fact that scaled alpha sprites aren't anti-aliased (by which I mean the interior pixels, not the edge pixels).
Title: Re: antialiasing - alpha blending
Post by: Alynn on Wed 01/12/2004 12:14:00
Quote from: doodledude on Mon 29/11/2004 22:33:06
Hi, i was just wondering if alpha blended sprites are actually anti-aliased against the background in AGS.

I've heard several people mention that this is possible, however in the help file it says that there is no anti-aliasing.

thank you



You must be in the highest color setting though, you can't do it in 256 or 16bit just wanted to clarify
Title: Re: antialiasing - alpha blending
Post by: subspark on Sun 01/01/2006 07:53:15
Im sorry forgive me but I am a little confused.

How does antialiasing alpha blended sprites do any favors?

They are both mutually exclusive.

My point is why support antialiasing an alpha blended sprite when it can be as jaggie free as the alpha needs to be.

I can understand that antialiasing a sprite with standard transparency would acheive a similar effect without the need for alpha channels. Why combine the two seperate approaches of having jaggie free sprites? This is simply not making any sense.