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diffuseTexture with alpha channel has edge artifacts on iOS?

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interesting i see a seem on my windows machine too. for me it works by changing the wrap properties  http://playground.babylonjs.com/#35QZ3E#15

http://www.babylonjs-playground.com/#YDO1F#69 I'm really leaning tword that 0,0,0,0 mixing thing I was talking about being the culprit and it having to do something with the way we handle emissive

I'm pretty sure there is a setting somewhere we can adjust.   Let me do some testing, and research I am almost sure I've fixed this in the past with Deltas help on one of my projects. I'm pretty

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Hello, sorry to interupt you in this passionated topic! I really liked following your ideas and brainstorming on the subject.

But I have to participate because I have the same issue. All the png and svg image I import in babylon have this dark/grey edge showing when you set hasAlpha to true.
See in this playground : https://playground.babylonjs.com/#U6F7E2#12

For me the problem occurs on every browser.
I tried all of your solution above and none has work.

The only way I found to improve this was to use engine.setHardwareScalingLevel(0.5); but not very nive for the GPU I guess.

Hope that can help the topic! ;)

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Do we and if not why don't we have a method for setting a specific alpha texture so we can have a separate image an alpha?


myMaterial.alphaTexture = new BABYLON.Texture("PATH TO IMAGE", scene)
myMaterial.alphaTexture.blackAndWhite = true

Are yall still getting the artifacts with this:

Dumb dumb dumb...

Just export your cat on a solid yellow background, then export the opacity pass as a separate image.
Should fix your artifacts.

Why material.opacityTexture is not mentioned in the docs anywhere I can find is beyond me.

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