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#ActualBLM768

Posted 30 January 2013 - 09:11 PM

There's a method of computing a "distance field" from the texture to give the texture an edge that's sharp but not blocky. Here's a paper discussing how to use the method for textured fonts/decals:

 

http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf

 

I'm not sure how easily it can be applied to full-color sprites, but I think it could be done.


#1BLM768

Posted 30 January 2013 - 09:10 PM

I remember that there was some method of computing a "distance field" from the texture to give the texture an edge that's sharp but not blocky. Here's a paper discussing how to use the method for textured fonts/decals:

 

http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf

 

I'm not sure how easily it can be applied to full-color sprites, but I think it could be done.


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