i have looked around quite a bit and have not found a working solution for rendering 2D textures with anti-aliasing. I have this image;
when i render it using XNA i get the results on the left. when i render it with Flash, a browser or a graphics proggy i get the results on the right.
i have searched and the suggestion has always bee to change the settings in the GraphicsDevice but i cannot seem to get this to work. Could anyone give me a working example of anti aliasing (possibly using the image provided).
Thank you so much for your help. I really do appreciate it.
When processing hundreds of images from different sources not in your game, you can load them with Texture2D.FromStream
as you do now. This doesn't handle alpha very well.
I was going to dive into my game's source to look at how I did it when I stumbled upon this post from GameDev.SE which gives some options to solve the issue, and an illustration on what is happening:
While option #1 is faster, I would go with #2, it may look very complex at first but I have tried it and it works very well.
Now if you ever happen to have an issue with antialiasing, or want to enable/disable it, you can do so:
graphics.PreferMultiSampling = true;