Re: [racket-users] mode-lambda with antialiasing?

2016-11-15 Thread David Vanderson
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

Re: [racket-users] mode-lambda with antialiasing?

2016-11-14 Thread Jay McCarthy
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

Re: [racket-users] mode-lambda with antialiasing?

2016-11-14 Thread David Vanderson
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.

Re: [racket-users] mode-lambda with antialiasing?

2016-11-14 Thread Jay McCarthy
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