New blog post! The discussions about mipmapping alpha-tested textures made me wanna try all the methods I could find and post the results with a ton of textures to compare these methods: https://lisyarus.github.io/blog/posts/exploring-ways-to-mipmap-alpha-tested-textures.html
@lisyarus What do you actually want the final result to look like? Outlining kind of breaks down when stuff is too small, the theoretically "correct" result is that a curly flower face ends up being all outline.
@NohatCoder My outlines fade out with distance in a smart way to prevent this "everything is just an outline" situation. Thus I want the flower just to be visible, that's it
@lisyarus But if the outline is gone then you are going to get the aliasing you draw, so normal alpha blending would be the answer in this case. Of course that means you have to work out what happens in the crossover phase, so still tricky.
@NohatCoder True, but it is usually not in player's focus, and I'm hoping for it to get hidden by fog, weather effects, etc. So my current plan is to ignore aliasing on small distant objects :)