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al_draw_rotated_bitmap() giving distorted edges |
Audric
Member #907
January 2001
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Note that your sprite has antialiasing. I'm not speaking of the borders (alpha on the fringe), but on the surface of the image, some pixel colors are drawn a spcific color in order to smooth the difference between pixels around it : for example a pixel can be set grey because it's between a black shape and a white shape. If such image is rotated at a similar zoom level to the original (*), the grey pixel may be preserved, and end up in a place which is not between a black and a white pixel, so it looks out of place. (*) Scaling UP the sprite amplifies the problem, scaling it down makes it disappear very quickly. |
Thinkal VB
Member #16,859
May 2018
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Thank you, Audric for the replay |
Neil Roy
Member #2,229
April 2002
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For my Deluxe Pacman 2 game, I rotate the Pacman character, as the main image just faces the right. For my setup, all I really have is: al_set_new_bitmap_flags(ALLEGRO_MAG_LINEAR); I have a bunch of code commented out that I tried in the past, but this seems to be the one I ended up using that works well using DirectX and OpenGL. Not sure if that would help or not, been a while since I worked on this sort of problem. And in my game the rotations are increments of 90 degrees. --- |
Thinkal VB
Member #16,859
May 2018
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Thank you Neil Roy, |
relpatseht
Member #5,034
September 2004
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Not relevant, but something you should know: the only minification filter you should ever use is some sort of mip mapping. Anything else will cause you to thrash the texture cache.
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Thinkal VB
Member #16,859
May 2018
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Thank you relpatseht, |
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