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MediaPortal 1
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Small errors on fonts (letters i and n)
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<blockquote data-quote="bigj" data-source="post: 32153" data-attributes="member: 10940"><p>Yes, almost certainly bilinear filtering is enabled and with texture-packing it is sampling from the characters surrounding. When packing, the code should add N surrounding blank (alpha=0x0) texels. Eg a 16x16 char might actually take 18x18 in the packed art. </p><p></p><p>Additionally, the RGB channels should be dilated - this means the RGB texels just around (inside) the alpha mask are repeated *outside* of the mask, so that blending always blends to the right (same) colour, NOT black. For the fonts it seems the RGB is always one colour (white) so this isn't an issue for the fonts. But for the skins packed graphics I see that if bilinear is used that artifacts (colour bleeding from surrounding graphics) will occur. </p><p>This might be fudged by adjusting UVs inwards slightly, but the correct solution is to add say 2pixel surrounding blanks and dilate RGBs....</p><p></p><p>HTH,</p><p>BigJ.</p></blockquote><p></p>
[QUOTE="bigj, post: 32153, member: 10940"] Yes, almost certainly bilinear filtering is enabled and with texture-packing it is sampling from the characters surrounding. When packing, the code should add N surrounding blank (alpha=0x0) texels. Eg a 16x16 char might actually take 18x18 in the packed art. Additionally, the RGB channels should be dilated - this means the RGB texels just around (inside) the alpha mask are repeated *outside* of the mask, so that blending always blends to the right (same) colour, NOT black. For the fonts it seems the RGB is always one colour (white) so this isn't an issue for the fonts. But for the skins packed graphics I see that if bilinear is used that artifacts (colour bleeding from surrounding graphics) will occur. This might be fudged by adjusting UVs inwards slightly, but the correct solution is to add say 2pixel surrounding blanks and dilate RGBs.... HTH, BigJ. [/QUOTE]
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