SDL3 Bitmap Font Transparency: Fix Grayscale Atlas Backgrounds With Alpha
Loading a grayscale font atlas in SDL3 with a transparent background requires routing per-pixel coverage data through the alpha channel — here is exactly how to do it.
Loading a grayscale font atlas in SDL3 with a transparent background requires routing per-pixel coverage data through the alpha channel — here is exactly how to do it.
Sprites blurring or going jagged when scaled in Phaser CE? The root cause is usually WebGL1’s power-of-two mipmap requirement — here’s how to actually fix it.
Aseprite’s tilemap feature is powerful but confusing. This guide explains the grid-size lock-in, the three tileset modes, and the Pixels vs Tiles toggle that trips up nearly everyone.
Aseprite’s tilemap feature has real power but some hard limitations the official docs gloss over. Here’s what to know before building your first tileset.
Aseprite’s tilemap feature is powerful but underdocumented. Here’s why you can’t resize the grid mid-layer and how the three tileset modes actually work.