I think this is a very simple problem, but I can't seem to figure it out. I believe it has something to do with the image format upon loading. I'm using PNG's with transparency, but when I load them with:
They have green edges. I assume this is because the min/max/filters average the edge pixels (or choose nearest), and they don't handle the alpha correctly.
Is there no way to have the filters accurately average alpha channels without introducing the green?
Ok, so removing compression as stated above seems to be the ticket. There's still a very minor hint of green, but it's so much better that I don't even notice it.
And I have applied AlphaState with blending (the transparency outside the edges works just fine).
Here’s a screenshot, showing the original-sized image cut from the PNG (top/left), a scaled version showing what it SHOULD look like (left), and a screen grab from the app showing the green edges (right):
The left picture is a screenshot taken while running my program and the right picture is how the knight is supposed to look. You can see that there’s a white edge around the knight during the running of the program.
I tried the w/o compression (by the way, what does that mean ), but it didn’t work for my program.
I think I've found the cause of my problem. It was the mipmapping, it causes a white edge to appear around the texture. But I still don't know how to get rid of it! Any suggestions?!