Yes, agree with Naughty Alien.
I have invested a lot of time making thousands of trials till big10p point me in the right direction.
With alpha sprites you get always the best results, but at other side, you have z-order and performance problems too.
I've tried with standard masked sprites, but the results were very poor in comparison with alpha.
I asked the same question (or similar ;) some months ago and as I said previously, big10p told about DDS.
DDS DXT3 is the only technique will give you good results, avoiding the "outline" that photoshop make for antialias.
If you save a DDS with DXT3 and in example, 3 levels of mipmaps, you will achieve very good results. Be sure.
Of course, is very important to make good textures, I say "technical good" textures. In the case you want to use this tecnique for grass, the way you make your grass texture (color, size and shape) will be mandatory for obtaining good results, beyond the own DDS format that will put the things easier.
I hope this help!
All the best!
I have invested a lot of time making thousands of trials till big10p point me in the right direction.
With alpha sprites you get always the best results, but at other side, you have z-order and performance problems too.
I've tried with standard masked sprites, but the results were very poor in comparison with alpha.
I asked the same question (or similar ;) some months ago and as I said previously, big10p told about DDS.
DDS DXT3 is the only technique will give you good results, avoiding the "outline" that photoshop make for antialias.
If you save a DDS with DXT3 and in example, 3 levels of mipmaps, you will achieve very good results. Be sure.
Of course, is very important to make good textures, I say "technical good" textures. In the case you want to use this tecnique for grass, the way you make your grass texture (color, size and shape) will be mandatory for obtaining good results, beyond the own DDS format that will put the things easier.
I hope this help!
All the best!