The artists painted bright graphics, the programmers built it into the game, the animators added movements - it would seem, everything is ready. But no, managers do not like:
You need to remove gray spots and white lines. Then the pulsating button jerks, there the progress bar goes with a ladder.You look at the game resources - there is nothing in them, all sprites are cropped. You read the code - the formulas are correct, there is enough shader accuracy. But the result was still unimportant. Where is the mistake?
A small poll for those who already know where the artifacts come from. What to do in this situation?
You need a powerful graphics card and fresh drivers;
It is worth making downloadable sets of graphics for all possible screen resolutions;
Square textures with the sizes of a degree of two do not have such problems;
This is all due to the compression of graphics (PVRTC / DXT5 / ETC1 / ...);
In the graphics editor you will have to smudge the edges slightly;
This should have happened, because we did not prepare graphic data;
Only antialiasing will help;
You need textures and targets in the premultiplied alpha mode.
What is the correct answer, why exactly and how to overcome the artifacts of graphics read under the cut.