Scaling things

New releases and general discussions.

Post » Thu Sep 18, 2008 1:52 pm

I'm not aware of a hardware-accelerated implementation of any of the pixel-art rescaling algorithms, as it may not be possible to implement via shaders. I did look in to one pixel art algorithm a while ago and it relied heavily on lookup tables, and I'm not sure how good pixel shader processors are at that. Still, as David said, why rely on a special algorithm to give your games detail when you can draw in the detail? Or why not use a different rendering application to scale all your graphics before you put them in?
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Post » Thu Sep 18, 2008 2:23 pm

Oh Ashley I just realised if you draw a large image and scale it down to less than 50% of its size it uses the mip-mapped texture, which was generated with linear interpolation...might wanna disable minimaps in point filtering eh
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Post » Thu Sep 18, 2008 3:17 pm

Mipmapped images are pre-rendered with high quality, not just linearly interpolated. I guess you don't want that for point sampling though.
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