Dear experts,
I am facing an issue related to texture rendering with alpha/transparent edges.
I can see there are two options for interpolation Linear and Nearest. Most of the cases, linear is preferred as it provides smoother transfer signal.
Nearest
Linear
However, when there are areas with very weak signal, there will be holes (represented by texture with transparent colour). When enable linear, these will be a very noticeable dark edge which may confused the user. This situation will become more critical when there are many coverage holes in a complicated environment.
Please can anyone give some advice, how i can let the interpolation for example skip the pixels with transparency? I have tried an “alpha test” threshold, but it is very hard to define its value and it generates different effect at different location.