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.

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