All transparent textures coming out as though 1-bit alpha masked

Hey folks!


So we've been banging at this for a few hours now.


All transparent textures we use, regardless of format we've tried (TGA, PNG, etc.) exhibit a solid outline where the alpha channel begins to fade in; like a 1-bit alpha mask (think hard outline). It's not a border around the image, just a hard silhouette around where any alpha blending occurs, and nothing else. No real bending happening.


We've tried every manner of blend function combination referenced online for proper alpha blending without avail. They all change the blending style, but nothing makes the lost information (for blending gradations) appear.


Even using the blend functions listed in the solution here:


Metal MTLTexture replaces semi-transparent areas with black when alpha values that aren't 1 or 0


doesn't help it.


Thoughts? Thanks!

It will be a lot easier to debug this if you look at your alpha channels directly, first.

Is there an easy way using those blend functions to do so? I'm actually taking over here for the developer and am just spot-correcting a few things for a presentation. Used to code awhile ago but am not versed enough now to refigure much of this code.


Thanks!

Please do not post questions elsewhere without crossliinking. A person doesn't learn from others when the knowledge is not know to have been shared. They they will think and type and waste time that was already spent.

Don't use blend functions, and put the alpha channel into all the channels.


Then, when you know it's working, use blending again. I don't know if it's worth actually using blend functions on OS X; it's not on iOS because blending isn't implemented in fixed function PowerVR hardware anymore.

All transparent textures coming out as though 1-bit alpha masked
 
 
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