![]() It tends to lag more with my laptop which could get annoying while as you draw. Although Hexels 3 is also missing some tools that Aseprite has like a symmetry tool or the ability to easily shade colors but its not that big of a deal. They're also going to be adding the ability to use brushes like photo shop and create custom brushes in the next update so its becoming an all purpose art tool. Originally posted by Peppered Pig:Both are great in their own way but lately I've been preferring Hexels 3 over Aseprite after working with both.įor Hexels 3, it has alot more features like more effects and the ability to combine pixel and vector art and create alot of interesting designs. Aseprite for animations and shading and Hexels 3 to do drawings, and effects. So I'll probably end up using both programs. I found a nice workflow to import Aseprite files into Unity as I work on files in Aseprite. Although, Aseprite has a great animation work flow allowing you to tag certain animation frame sets and really allow you to easily tune things around. I found it difficult to play around with colors since I have no way to bring up a dedicated color interface and mess around with HSB settings. I don't have any issues on my desktop PC.įor Aseprite, the UI got really annoying and jarrying to use. It tends to lag more with my laptop which could get annoying while drawing. Only one way to know for sure, so I extracted the PNG file from the demo package /PS3_GAME/ are great in their own way but lately I've been preferring Hexels 3 over Aseprite after working with both.įor Hexels 3, it has alot more features like more effects and the ability to combine pixel and vector art and create alot of interesting designs. So to go back to the original topic: was the Limbo logo issue really due to garbage in the RGB of transparent pixels? Premultiplied alpha also avoids some headache when generating mip-map chains or when compositing several translucent sprites on the top of each other. Have to care about what the transparent areas of a sprite actually contain. You’ll notice that in a premultiplied alpha workflow, a fully transparent pixel always has a pure black RGB value so we don’t “traditional” blending - except we got rid of all the artifacts. ![]() Which is correct and pretty much solves all our problems! The final result is exactly the same as what you would expect from This is what happens with the pixel you see on the left: it fetches the sprite texture in the middle between a solid red texel and a transparent blue texel.Ġ.5 * ] = So if we consider the case where the sprite is misaligned by exactly half a pixel:Įach pixel of the screen will sample the sprite texture right in the middle between 2 texels. When sampling a texture, the GPU averages the color values of the closest neighbors of the coordinates requested, both in the vertical and horizontal direction. The GPU performs when rendering a sprite on the screen: This can be explained by the bilinear filtering As you can see the issue happens when the texture is not perfectly pixel-aligned with the screen pixels.
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