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Support / Texture Atlas - Split Alpha Channel
« on: September 05, 2013, 12:44:40 am »
Howdy!
First off - a big fan of the tk2d framework. Absolutely could not build our game without it.
Wanted to check about the feasibility of getting something like this in Tk2D
http://www.tasharen.com/forum/index.php?topic=4018.msg19784#msg19784
We're basically struggling with textures that have a ton of alpha, but look like garbage with compression turned on. We've tried a few techniques to improve it, but can't quite get the quality we're looking for - lots of artifacts/bleeding in 0 alpha
It seems like uploading the alpha channel as uncompressed (or maybe even compressed separately) might do the trick - even if its a bit larger on disk and winds up costing us another draw call (or maybe more draw calls since it might break batching?)
First off - a big fan of the tk2d framework. Absolutely could not build our game without it.
Wanted to check about the feasibility of getting something like this in Tk2D
http://www.tasharen.com/forum/index.php?topic=4018.msg19784#msg19784
We're basically struggling with textures that have a ton of alpha, but look like garbage with compression turned on. We've tried a few techniques to improve it, but can't quite get the quality we're looking for - lots of artifacts/bleeding in 0 alpha
It seems like uploading the alpha channel as uncompressed (or maybe even compressed separately) might do the trick - even if its a bit larger on disk and winds up costing us another draw call (or maybe more draw calls since it might break batching?)