2D Toolkit Forum
2D Toolkit => Support => Topic started by: habitoti on February 15, 2014, 08:55:10 am
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Hi,
I have a square sprite with a dark grey underground. It appears correctly in the atlas (Pic 1), but when put on screen as a sprite, it gets an annoying 1px black line around it (Pic 2). No compression has been applied (yet), so any clue how to avoid such artifacts? I already added a 2px padding in the atlas, but that didn't help...
EDIT: happens as soon as I use an RGB texture w/o alpha for the texture, even if I use the full 24 bits. The line disappears as soon as I add an alpha layer (however I don't want this specific texture to need alpha, since I want to compress it ultimately with a non-alpha compression...)
EDIT 2: I am using dicing now for these sprites, and the artifacts are gone, even w/o alpha channel (and ETC compression works great on that now!). Only when using the sprite in a whole they show up. So no prob any longer for me, I just have it diced and am happy...but maybe you can anyhow explain that effect (for future generations ;-)
(http://rombos.s3.amazonaws.com/Misc/atlas.png) (http://rombos.s3.amazonaws.com/Misc/blackBorder.png)
Thanks, habitoti
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I have absolutely no idea where there is a line, it is probably due to what Unity is exporting as the alpha value. Can you get me some repro steps and a texture that breaks?
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Can you get me some repro steps and a texture that breaks?
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