Avoiding "aliasing" in very big scalled down image |
Avoiding "aliasing" in very big scalled down image |
Juan Manuel Borges Caño
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Though i expected that you were about to ask about SDL Resizing Hint:
How (OpenGL) Texture Scaling Works -The Benny Box: < http://www.youtube.com/watch?v=55RI5_hgKUY&feature=youtube_gdata_player >. The Channel Has A Lot Of (OpenGL) Marbles. Hope you Learn, Hope you Enjoy |
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ShiroAisu
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Thank you for the resource, but right after I posted this I went on to research mipmaps a bit more and as such I know what they do and how to get them.
I'm definitely generating the mipmaps right, but for some reason there is jaggedness once I zoom the mipmaps (in or out), for instance, this is a program I made to test my mipmapping, and the original image is about 3000 * 4000 or something like that. As you can see, this is the 2nd (I believe) level of mipmapping and while I render it at its normal size it looks perfect: However, when I start zooming in or out even just a little, I get these jagged edges: 1.1 * zoom relative to the mipmap size: 0.9 * zoom relative to the mipmap size: I cannot find any documentation on this whatsoever, and I've never encountered this behavior before. Any ideas?[/img] |
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ShiroAisu
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Well, I did it guys, and I also think I might be retarded.
Apparently SDL uses nearest interpolation by default, which is a well documented fact, but for some reason I had in my head that it used linear by default. Today I tought "Ok, lets just check, JUST TO MAKE SURE" and yeah... I changed the render scale hint to linear and it works now. Anyway, solved I guess, and boy am I relieved. |
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