After applying the border solution to my sprite sheets I’m noticing that there is still some internal AA (Kinda reminds me of tri-linear filtering?) on scaled sprites rather than pure, sharp, unaltered nearest-neighbor scaling. Is this defeatable, or is it some standard component of OpenGL?
Of course, I can defeat the effect by supplying art at each resolution, but when working in 8-bit style formats where any sort of filter/blur/AA is a no-no, it would admittedly save a lot of space to not save 4 different version each file. [import]uid: 41884 topic_id: 29168 reply_id: 329168[/import]