>Really, the point at which this billinear filter is being inserted is
>the wrong one (bilinearly filtering the tiles introduces issues that
>bilinearly filtering an entire game-window-sized image would not.

Yes. For example the energy bar drawing routine is doing pixel
replacements on a scaled image based on a preprogrammed color
range. This is causing an artifact. Are there other sections of
Wesnoth code that are similarly problematic?

Pro (for game-window approach):
        - avoids whole classes of potential artifacts/issues
        - easier to migrate to graphics hardware someday
        - avoids Wesnoth-specific interpolation algorithm
        - skeleton bowstring will look a little better :)

Con:
        - not well suited to Wesnoth's current rendering architecture
        - can't precompute scaling like Wesnoth does now
        - more scaling operations overall in a given game

Except for the energy/xp bar artifacts, the tiling approach is
producing pretty good results now, and is not a particularly invasive
code change. If the known artifacts are surmountable AND there aren't
other problems lurking, I think the tiling approach is right for the
immediate term.

However, I am only going to bother tackling the energy bar artifact if
the resulting code is eventually accepted by Wesnoth mainline. Am I
wasting my time?

Cheers,
Jeff

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