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Messages - oomek

Pages: 1 ... 3 4 [5] 6 7
61
Feature requests / Re: Anisotropic Filtering
« on: March 30, 2018, 02:23:12 pm »
I totally agree. Anisotropic x2 or x4 could be a default for every texture with mipmap as the performance impact is negligible, but the quality difference is huge. Upping anisotropic from x4 to x16 is less dramatic so I would leave it as a global setting configurable for all mipmapped textures.

62
Feature requests / Re: Anisotropic Filtering
« on: March 29, 2018, 03:20:33 pm »
You have to forgive me. I’m disabled and housebound, so the time passes at a different pace to me as to others.

63
Feature requests / Re: Anisotropic Filtering
« on: March 29, 2018, 02:33:37 pm »
Seems not :/

64
Feature requests / Re: Anisotropic Filtering
« on: March 28, 2018, 11:43:53 pm »
So, what do you think? Do I have a green light?

65
Feature requests / Re: Anisotropic Filtering
« on: March 28, 2018, 09:32:03 pm »
Here is the video explaining why we should have anisotropic filtering when mipmaps are used.


66
Feature requests / Re: Anisotropic Filtering
« on: March 28, 2018, 07:05:10 pm »
I don’t know if this is enough or you want me to explain the practical use of scaling the images in one direction :)

67
Feature requests / Re: Anisotropic Filtering
« on: March 28, 2018, 06:47:46 pm »
Without anisotropic filtering mipmapped sprites look awful when you scale them down only in one axis.

68
Feature requests / Re: Anisotropic Filtering
« on: March 28, 2018, 06:13:09 pm »
Would you like a sample video?

69
Feature requests / Re: Anisotropic Filtering
« on: March 28, 2018, 05:41:17 pm »
I believe I’ve already explained it somewhere on github. Anyway, when you scale the texture with mipmap non-isotropically the quality degrades exponentially as the mipmap sampling level adapts to the smaller dimension. So the texture 100x100 scaled to 100x10 will look like scaled down to 10x10 and interpolated to 100x10

70
Feature requests / Anisotropic Filtering
« on: March 28, 2018, 04:39:43 pm »
I’m experimenting with adding anisotropic filtering to SFML, but I’m not certain what would be the best approach. I could add a function setAnisotropicLevel(int level) to the sf::Texture class so it needs to be set for every texture with mipmap, or make it global setting and it would modify the setSmooth() function in a way that every texture with mipmap would have anisotropic filtering enabled instead of bilinear.  What do you think?

71
SFML development / Re: Suggestions
« on: March 28, 2018, 04:11:29 pm »
I would like to discuss adding the support for anisotropic filtering, but I have no permissions to open a thread on the SFML Developement subforum and this thread is not for discussing the features from what I read.

72
General / Re: Text drawn to renderTexture with sf::BlendNone and kerning
« on: February 28, 2018, 12:17:07 am »
Could premultiplying text with alpha and setting the blending mode to BlendMode::One, BlendMode::OneMinusSrcAlpha solve the problem by any chance?
Is there any way to render the text as premultiplied?

73
General / Re: Text drawn to renderTexture with sf::BlendNone and kerning
« on: February 27, 2018, 02:27:09 pm »
Thanks for your reply.
I've done some experiments in the https://www.andersriggelsen.dk/glblendfunc.php tool, but I couldn't find any blending modes combination that could achieve a proper blending unfortunately

A little explanation is required of why I would like to refrain from using shaders.
I have in the works some improvements for the Attract Mode emuator frontend. The themes are written in Squirrel language. Theme developers have the ability to bind shaders to drawables, so even If i set the shader to do the dirty work it will be most likely overridden.

74
General / Re: Text drawn to renderTexture with sf::BlendNone and kerning
« on: February 27, 2018, 02:19:23 pm »
After writing that question I found another workaround that involves shaders.

https://en.sfml-dev.org/forums/index.php?topic=21883.15

So let me rephrase my question:
Is there any way to achieve a proper font rendering on a RenderTexture but without shader involvement?

75
General / Text drawn to renderTexture with sf::BlendNone and kerning
« on: February 27, 2018, 02:08:12 pm »
Hi, I've decided to write a follow up to the old topic as digging out old threads from 2012 is undesireble for some.
https://en.sfml-dev.org/forums/index.php?topic=8792.0

The solution presented in that thread is saying to set the blending mode to sf::BlendNone is not a solution for variable width fonts as the next letter is cutting off the part of the previous letter.



Is there any other way I could draw the text on the RenderTexture but without that artiffacts?

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