Currently, a crappy nearest-neighbour approach is used, it generates bad looking results like this
http://dl.dropbox.com/u/4838268/ZScreen/2012-10/ Screenshot-2012-10-20_15.21.44.png
Note how the top line is thicker than the bottom line
If instead a bilinear approach was used, it could look like this
http://dl.dropbox.com/u/4838268/ZScreen/2012-10/ Screenshot-2012-10-20_15.23.47.png
Blurrier but a lot less artifacts
Possibly a client/scale_mode variable?
Additionally, the nearest neighbour method currently used doesnt really work well with 48x48 sprites and makes the output look like absolute shit
ID:1022551
Oct 20 2012, 3:25 am
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Oct 20 2012, 3:36 am
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I might add that you can force some bilinear scaling by forcing software rendering, but it has some severe artifacts
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Adding further to this, the nearest neighbour could also look good if the size of the final image got rounded to the view size, forcing integer sizes of each tile
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Are you talking about stretching, or icon resizing?
I think it's wrong that stretching gets applied to tiles individually. |