https://bugs.kde.org/show_bug.cgi?id=471871

--- Comment #11 from Deif Lou <gin...@gmail.com> ---
It srems to me that those other programs are not premultiplying the color
channels when doing bilinear filtering or something. In the case of unity I
guess you should convert the images to premiltiplied images and work with those
when rendering.
Even if one sets the transparent color components to 0, if the opaque pixels
near the edge are, say, white, then the black will spill in. So it won't work
in all cases. The real solution is being aware of it as being non premultiplied
and premultiply if the operation needs it.
One solution that would work better in my opinion is to kind of extend the
color of the edge pixels to the fully transparent area. In the case of bilinear
sampling 1px extension would be enough.

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