On Mon, Nov 14, 2016 at 6:50 PM, Jay McCarthy
wrote:
> I could be wrong, but I don't think that there's an obvious
> anti-aliasing algorithm that fits mode-lambda's use cases. I would
> recommend rendering at a high buffer size and then down sampling. I
> attached a
On Mon, Nov 14, 2016 at 5:25 PM, David Vanderson
wrote:
> Thanks Jay, I hope I'm not abusing the terminology. If I have a sprite that
> is a line, and it's rotated a bit, then is that not similar to a polygon
> edge not falling on pixel boundaries?
Yes, that's what I
Thanks Jay, I hope I'm not abusing the terminology. If I have a sprite
that is a line, and it's rotated a bit, then is that not similar to a
polygon edge not falling on pixel boundaries?
As an example, I've attached a test program and a screenshot of the rotated
and scaled down line segment.
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
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