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Blending and filtering

Started by Deliverance Jan 14, 2008 at 6:52 AM 0 replies 750+ views
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Deliverance
Deliverance
I'm programming a beakout clone these days and i have some porblems. I'm making full use of drawing images with transpaerncy, more specific images that have an alpha value of 0.0f or 1.0f. The thing is i get some artefacts near the contour of the image and don't really understand why. When i'm rendering textured polygons and turn alhpa blending on like this glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); i think the artefacts occur because of the filtering of the texture. But the thing i don't understand is why do i get artefacts near the contour of the image when i'm sending pixels with glDrawPixels to the pipeline. Here is a screenshot from the game: http://img233.imageshack.us/img233/9919/imaginezj1.png Notice that the little "spikes" from the bottom are surrounded by black pixels. Those spikes are rendered with glDrawPixels. Why are there black pixels on the contour?
zedz
zedz
donot use mipmaps
use GL_NEAREST filtering

the problems should go away

u will need to recheck your textures in gimp/photoshop

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