On Mar 24, 11:54 pm, Tristam MacDonald <[email protected]> wrote: > 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 MacDonaldhttp://swiftcoder.wordpress.com/
Interesting points Tristam which I hadn't really considered, thanks for all that. I don't understand that stretching is happening post-rendering. I don't *think* this is the case using the modified params to gluOrtho2D that I describe. Obviously I'd love to hear more about it if I've misunderstood that. The non-integer pixel boundaries issues sounds like a significant problem for many game types, and I hadn't thought about this at all. I'm hoping it might be less applicable for the game I have in mind, which just features a minimal algorithmically generated polygonal look (think variations on Asteroids.) I shall definitely take a closer look at it now you've mentioned it though. Thanks for the heads up. -- 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.
