(08-28-2023, 12:14 AM)grymmjack Wrote: Back to the_SMOOTHtopic.
That algorithm is fine for photographic elements but it looks bad (IMO) for pixel art.
However! There are anti-aliasing (I think they might be called shaders) algorithms we could also implement into QB64PE - (well you smart people could).
https://en.wikipedia.org/wiki/Pixel-art_...algorithms
It would be awesome to have these as options alternatively to_SMOOTH
More stuff:
https://www.reddit.com/r/programming/com...lgorithms/
Repos with code and examples:
https://github.com/search?q=pixel%20art%...positories
C example *cough*: @mkilgore @a740g @smcneill @rhosigma
https://github.com/Treeki/libxbr-standalone
Anyway, if you wanted to try to implement this stuff I would be grateful!
I love the xBRZ algo. First saw it in action in GZDoom. However, I do not think these algos can be used in real-timeĀ unless it is implemented as GPU shaders. GZDoom uses it during the asset loading stage. Which means the textures are pre-processed before any kind of rendering happens.