On Dec 14, 2005, at 11:45 PM, Jeff Breidenbach wrote:
QUESTIONS:

Do Wenoth graphic alpha channels sometimes have values
other then 255 and 0?

How about just along the edges of images; does the edge of
some creature ever blend a little? Or is it always a 255->0
alpha transition?

We use transparency _extensively_. All sprites have non 255->0 transitions. The newer and more advanced ones have those on their edges as well - they've been anti-aliased by hand.

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Really, the point at which this billinear filter is being inserted is the wrong one (bilinearly filtering the tiles introduces issues that bilinearly filtering an entire game-window-sized image would not.

However, therein lies the problem, just a basic point-of-design in our graphics engine. The "right place to insert it" might not exist - though I need to look at the code before making that kind of judgement.

Having a bilinear filter available is very, very nice for other things, though, like map images and such.

Thanks a ton for working on this.

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