Black edge on Alpha Masking?

Blitz3D Forums/Blitz3D Programming/Black edge on Alpha Masking?

I tried TGAs to do masks, but its exactly the same as PNG. It ignores the existing mask and just masks out any pixels that are 0,0,0 RGB. :( *sob*

You're right about TGAs though, they do seem to handle alpha more reliably than PNGs. It's useful in this instance to have a proper alpha channel rather than working pre-multiplied. That said, they're four times the size of PNGs. :)

I'll take a look at Mr Flack's code for making a proper masked texture, but I get the feeling that it's going to be nigh-on impossible to conveninently work into a level built with textures included within. Previously I could just load my B3D file and that was it.