Hey Steve,
Using the rope test demo, is there any chance of being able to remove those AA gaps between the vertices of the rope joints, having it solid?
Like the center pixel always being 100% no matter what.
I've studied the code as much as I can without frying my brain. It's gotta be the worst thing about using other people's code.
Heck, it even took me an hour just to make it draw on a sprite for an object instead of the background. Now I can use it anywhere, even above the chosen characters and objects. Even works with foreground walkbehinds. Yay!
Edit: It doesn't show up all that badly on the black backgrounds, but really badly on colored backgrounds. Like this:

(background is totally ripped from some random adventure game)
I understand why it's doing it, it's using floats for the vertices and judging the transparency on the edges by that. What is the easiest way to make it convert to Int before it calculates the AA? Obviously the visual of the 'rope' won't be as smooth anymore with ints, but at least it'll be consistent in opacity.
Thanks.
Hmm.. Now that I think about it, having the 33 rope points in int form, it'll still have AA issues between the two points.
So perhaps the only solution would be to increase the AA to 3 pixels wide/high in the areas in needs it based on the point before and after.. Basically how the photoshop line tool works, always with a strong center of the line.
How could I do this?