hello,
Out of curiosity: what algorithm does AGS use to scale down sprites that walk away from camera?
I suppose it's just "nearest neighbour", or something fancy in the case of activated anti-aliasing.
I've just tried an implementation of "box" (using ImageMagick), and the results are SPECTACULAR.
EDIT: "box" is not so bad (see screenshots below), but I reckon "liquid scale" would be much better for scaling down sprites in motion. /EDIT
- Unlike bilinear and such, it does not introduce blur at all.
- It does not blindly scale down, but manages error displacement in a way that it cuts out unwanted pixels in plain areas, instead of doing it in arbitrary places. That way, details remain visible for as long as possible, before the picture becomes really too small.
I would highly recommand using that algorithm, or (Calin and Khris , nudge nudge) implementing a plugin for that.
Out of curiosity: what algorithm does AGS use to scale down sprites that walk away from camera?
I suppose it's just "nearest neighbour", or something fancy in the case of activated anti-aliasing.
EDIT: "box" is not so bad (see screenshots below), but I reckon "liquid scale" would be much better for scaling down sprites in motion. /EDIT
- Unlike bilinear and such, it does not introduce blur at all.
- It does not blindly scale down, but manages error displacement in a way that it cuts out unwanted pixels in plain areas, instead of doing it in arbitrary places. That way, details remain visible for as long as possible, before the picture becomes really too small.
I would highly recommand using that algorithm, or (Calin and Khris , nudge nudge) implementing a plugin for that.