On 18/01/12 07:00 AM, Christopher Night wrote:
On Wed, Jan 18, 2012 at 4:49 AM, Florian Krause
<siebenhundertz...@gmail.com <mailto:siebenhundertz...@gmail.com>> wrote:
Maybe someone could translate from Java?
http://www.databasesandlife.com/anti-aliased-polygon-filling-algorithm/
If that person's solution is acceptable for us, I don't think any
translation is needed. It's pretty straightforward:
/What about anti-aliasing? (My) solution: Run the algorithm at 4x
X and Y resolution, and for each scanline of the algorithm, build
up an internal array (one entry for each horizontal screen pixel),
how many of the potential 16 subpixels should be plotted. After 4
subpixel scanlines, plot the actual pixel scanline and clear the
internal array./
So we could do it with a call to gfxdraw.filled_polygon then a call to
transform.smoothscale. It seems sub-optimal, but maybe it's better
than nothing.
Using 4x resolution at the boundaries for anti-aliasing calculations is
worth considering.
Lenard Lindstrom