Thanks Jay, I hope I'm not abusing the terminology.  If I have a sprite
that is a line, and it's rotated a bit, then is that not similar to a
polygon edge not falling on pixel boundaries?

As an example, I've attached a test program and a screenshot of the rotated
and scaled down line segment.  This is the sort of thing I'm worried
about.  Any advice?

I didn't know that mode-lambda made sure that each pixel only came from a
single sprite.  Even if some sprites have some transparency?

Thanks,
Dave

On Mon, Nov 14, 2016 at 2:20 PM, Jay McCarthy <jay.mccar...@gmail.com>
wrote:

> Hi David,
>
> I know what anti-aliasing is, but I don't think I know how you mean it
> to apply for mode-lambda.
>
> mode-lambda renders a W1xH1 scene onto a W2xH2 canvas and by default
> uses a scaling algorithm that is "pixel-perfect" and could be made to
> be more fuzzy. Right now, it offers two scalers and could offer more.
>
> Within a particular rendering, mode-lambda can return a WxH sprite
> with some scaling applied (the #:mx and #:my parameters) and it again
> does it in a "pixel-perfect" way. This is a pretty deep assumption,
> but in principle could be changed.
>
> In normal 3D graphics engines, anti-aliasing is used because polygon
> edges (lines) do not even fall on pixel boundaries, so there are
> subtle techniques to figure how they line up well. Given that
> mode-lambda only renders rectangles and guarantees that within a layer
> every pixel comes from exactly one sprite, I think the normal things
> would apply less well. I think this is assumption of mode-lambda that
> you want changed so that a rotated sprite would combine its pixel
> value with the other sprite sharing a portion of the same location
> given that the ultimate rendering canvas would accommodate them?
>
> Jay
>
>
>
>
>
>
> On Mon, Nov 14, 2016 at 1:57 PM, David Vanderson
> <david.vander...@gmail.com> wrote:
> > I'm working on converting my game to use mode-lambda, and it's going
> pretty
> > well so far, but I'd like to get smoother rendering of sprites rotated &
> > scaled.
> >
> > I was hoping that (send gl-config set-multisample-size 4) would take
> care of
> > it.  That works for some raw opengl stuff I've tried, but not for
> > mode-lambda.
> >
> > Is there some switch I've missed?  Or does this need deeper changes to
> the
> > shaders?  I'm happy to dig into it but wanted to make sure I wasn't
> missing
> > something obvious.
> >
> > Thanks,
> > Dave
> >
> > --
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>
>
> --
> Jay McCarthy
> Associate Professor
> PLT @ CS @ UMass Lowell
> http://jeapostrophe.github.io
>
>            "Wherefore, be not weary in well-doing,
>       for ye are laying the foundation of a great work.
> And out of small things proceedeth that which is great."
>                           - D&C 64:33
>

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