tl;dr Will anyone be upset if apng's don't work correctly for glowing textures?
So. I have a question for everyone. But, first you get to wade through some background info

I've implemented the basics of non-streaming apngs, and have encountered an interesting problem. I was trying to test apngs for modeled thruster animations (yeah, as I have found out, using png's for textures really isn't recommended, let's ignore that for a sec). Now, apngs
require an alpha channel for composing frames, as each frame is stored as a delta from the previous frame and the delta needs to be blended using the alpha (according to
some rules). Or in other words, the way it is currently coded you can't have an apng without an alpha channel. Per
Herra_Tohtori's excellent texturing guide, this is
not recommended for glowing textures. They aren't alpha-blended correctly and the result is odd looking: (I've been calling it "dark matter thrusters"

) (edit: added the correct looking thrusters)


Does this really matter? There's a couple of reasons I think it doesn't matter and that this is as-intended behaviour:
1) You're not supposed to use PNGs for textures (DDS all the way... even for normal maps, just use dxt5nm or a lower resolution uncompressed DDS

)
2) If you add an alpha channel to your glowing textures (e.g. convert dxt1c to dxt5) you get the
same incorrect resultNow the question!
Will anyone be upset if apng's don't work correctly for glowing textures?(where the term "glowing textures" is only loosely defined at this stage until I work through the rest of the places animations are used in FSO, probably everything
listed here)
(ps. if this does matter then I'll have to do something like hack out the alpha channel data according to flags set in the required places in the code:
while (src < size) { memcpy(dst, src, 3); src+=4}. Or maybe check each frame after composition to see if all pixel's alpha == 255, and if so then clobber the alpha... but.. bpp is assumed to be constant for the entire apng... gah!)