On Tue, Oct 6, 2009 at 3:44 AM, Brian Fisher <[email protected]> wrote:

> On Mon, Oct 5, 2009 at 4:29 PM, Richard Jones <[email protected]>wrote:
>
>>
>> Sub-pixel rendering requires a lot of manual effort to ensure there's
>> no strange visual artefacts on the borders. Hence the standard Sprite
>> implementation avoids it.
>>
>> Richard, can you elaborate a bit on what you mean? I'm assuming you are
> mean when the edges of a sprite either blackening or whitening as the sprite
> moves on subpixel coordinates?
>
>
[snip detailed bilinear interpolation problem description and fix]


> ...if on the other hand, you didn't mean the edges blackening/whitening as
> sprites move subpixel, I'm really curious to hear (or see) what it is you
> were thinking of :)
>

Thanks Brian for such detailed problem description and solution, that is
valuable info.
I appreciate the time you took to wrote it.

Having know the Richard push for int coords, I vaguely associate it with
cracks between tiles, or problems in layout gui elements with proportional
coords, but I have not seen a concrete discussion or demo case.
Really would be good if Richard can give some details :)

In a tangential note, coming to produce some demo from the vague ideas, I
started to draw a board with a naive approach to later experiment. (
attached pyglet_board.py , tile.png)
In a sense, intyfing stabilizes the visuals while scrolling. ( set yourself
the flag in the code to try, note that the code takes extra steps to
maintain ints).
But I think the naive approach, which works well in fixed resolution raster
render, is not adequate to openGL rendering: associating a mesh with the
board seems more sensible (untested).
But I doubt Richard was referencing a situation like this.

--
claudio

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Attachment: pyglet_board.py
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<<attachment: tile.png>>

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