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No, the problem discussed in the article can occur with any image format (that supports alpha) and occurs later in the pipeline so it really doesn't matter how the texture was stored on disc. Or even whether it was stored - this could happen with procedurally generated textures.



The article discussed one possible workaround, which was to specify RGB values for the fully transparent pixels in the artwork. If the PNG tool you're using substitutes its own RGB values in those transparent pixels, as allowed by the spec, the workaround doesn't work. That's why PNG in particular is a problem.

If you follow the recommendation at the end to use premultiplied alpha for all computations, this becomes a moot point.




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