I need SpriteBatch
to render images how I would expect in WPF or a normal UIKit app:
- partially transparent PNGs render on top of one another, as you would expect
- I have an alpha I can modify, preferably something like using
Color.White
and modifying theA
value.
Closest has been using BlendState.NonPremultiplied
, but I get weird lines where partially transparent PNGs overlap on one another.
I was having similar issues on Windows (see here), but fixed it by changing the Premultiplied
setting in the XNA content project. How can I do similar for MonoGame? (I'm expecting there is a difference in OpenGL here)