   Faraway Transparency
  Hi,So, I'm working on a flight simulator-type thingie.  Presently, when objects (e.g., bullets, airplanes, cheddar cheese, etc.) hit the water they kick up splashes, which are drawn using a single textured billboarded quad.  As this picture demonstrates, unfortunately, the particles in the distance appear to be rectangular, losing the soft edges seen close:The particles' textures are edge-clamped, filtered and mipmap-blended.  The screenshot was taken without multisampling.  Ideally, I'd like to avoid the rectangular-edged quad problem if possible.  Anyone know what's going on?  Thanks,-G   
  Well, the screenshot is really tiny. Is this the game resolution (for mobile phones or similar) ? At this resolution I would guess, that the particles(2x2 pixles ?) will be rendered with a very low resolution mipmap. Take a look at the lower mipmap levels of the texture, I would bet that the alpha is almost equal on these levels. If you want to get rid of it try to paint the lower mipmap levels of your texture by hand. To use this in your game, you will need to use a texture format with mipmapping support like DDS.   ;Quote:Well, the screenshot is really tiny. Is this the game resolution (for mobile phones or similar) ? At this resolution I would guess, that the particles(2x2 pixles ?) will be rendered with a very low resolution mipmap. Take a look at the lower mipmap levels of the texture, I would bet that the alpha is almost equal on these levels.Actually, this is a cropped image of the full resolution.Quote:If you want to get rid of it try to paint the lower mipmap levels of your texture by hand. To use this in your game, you will need to use a texture format with mipmapping support like DDS.Very well.  There's no purely OpenGL solution?   