Hi David,

I know what anti-aliasing is, but I don't think I know how you mean it
to apply for mode-lambda.

mode-lambda renders a W1xH1 scene onto a W2xH2 canvas and by default
uses a scaling algorithm that is "pixel-perfect" and could be made to
be more fuzzy. Right now, it offers two scalers and could offer more.

Within a particular rendering, mode-lambda can return a WxH sprite
with some scaling applied (the #:mx and #:my parameters) and it again
does it in a "pixel-perfect" way. This is a pretty deep assumption,
but in principle could be changed.

In normal 3D graphics engines, anti-aliasing is used because polygon
edges (lines) do not even fall on pixel boundaries, so there are
subtle techniques to figure how they line up well. Given that
mode-lambda only renders rectangles and guarantees that within a layer
every pixel comes from exactly one sprite, I think the normal things
would apply less well. I think this is assumption of mode-lambda that
you want changed so that a rotated sprite would combine its pixel
value with the other sprite sharing a portion of the same location
given that the ultimate rendering canvas would accommodate them?

Jay






On Mon, Nov 14, 2016 at 1:57 PM, David Vanderson
<david.vander...@gmail.com> wrote:
> I'm working on converting my game to use mode-lambda, and it's going pretty
> well so far, but I'd like to get smoother rendering of sprites rotated &
> scaled.
>
> I was hoping that (send gl-config set-multisample-size 4) would take care of
> it.  That works for some raw opengl stuff I've tried, but not for
> mode-lambda.
>
> Is there some switch I've missed?  Or does this need deeper changes to the
> shaders?  I'm happy to dig into it but wanted to make sure I wasn't missing
> something obvious.
>
> Thanks,
> Dave
>
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-- 
Jay McCarthy
Associate Professor
PLT @ CS @ UMass Lowell
http://jeapostrophe.github.io

           "Wherefore, be not weary in well-doing,
      for ye are laying the foundation of a great work.
And out of small things proceedeth that which is great."
                          - D&C 64:33

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