On Wed, Mar 24, 2010 at 7:21 PM, Gary Herron <[email protected]>wrote:
> Jonathan Hartley wrote: > >> I'm wondering whether it's possible to compensate for non-square pixels. > > > In a normal square-pixel situation, the viewport's height/width ratio > should equal the frustum's height/width ratio. In non-square-pixel > situations, those two ratios will differ. > You would need to evaluate the resulting image however - when I experimented with this, the net result was a lot of quality loss. Because the stretched resolutions are stretched post-rendering, you end up with a fair amount of blurring on edges. Rearranging your projection matrix to compensate for non-square pixels is likely to move all your edges off of pixel boundaries, which will cause more aliasing all on its own, and the two together can yield a truly horrible result. If you have significant post-process effects (i.e bloom), or enough motion in the scene, the user probably won't notice. -- Tristam MacDonald http://swiftcoder.wordpress.com/ -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
