Hello. I've read somewhere here that Spine works faster and better if you use premultiplied alpha. That's fine and I use premultiplied alpha in most of my projects. However, my current project requires premultiplied alpha to be set to false. I happened to notice that alpha blending looks awful when premultiplied alpha is set to false:
Notice how the lines look like they're being mixed with black.
This is how it's supposed to look like with premultiplied alpha set to true. Ignore the way the list looks below. I am careful to pack my textures with the appropriate setting in each example.
What I would like to know is if this is a known behavior of Spine. Is there a workaround for this issue without switching to premultiplied alpha? I find it curious that LibGDX is very much against using premultiplied alpha and Spine is the polar opposite.
Reproduction Steps:
*Create an animation that fades from transparent to opaque.
*Pack the textures with premultiplied alpha set to false.
*In your LibGDX game, set the following: skeletonRenderer.setPremultipliedAlpha(false);
*Play the animation on a light background.
Thank you for your time.