Just found a solution to do AntiAliasing with plain GDI by doing some kind of DownSampling (as described here: http://www.codeproject.com/Articles/21520/Antialiasing-Using-Windows-GDI). In this picture you see the PokeBall(Ascii-Resolution of 16x16) rendered to a 32x32 Image. First normal drawing, second with Downsampling(By using a temp-target scaled by 8). I think this looks gorgeous. Only drawback is, you can't toggle AA per shape, but only for the whole Picture. But is that really a draw back here!?


Just found a solution to do AntiAliasing with plain GDI by doing some kind of DownSampling (as described here: http://www.codeproject.com/Articles/21520/Antialiasing-Using-Windows-GDI). In this picture you see the PokeBall(Ascii-Resolution of 16x16) rendered to a 32x32 Image. First normal drawing, second with Downsampling(By using a temp-target scaled by 8). I think this looks gorgeous. Only drawback is, you can't toggle AA per shape, but only for the whole Picture. But is that really a draw back here!?

Comments

  1. i don't want to go on with this discussion anylonger but calling "Downsampling" the AA for poors..? We can admit that the technique i use here might not be the best, but Downsampling adds a lot to modern games(i.e. Downsampling from 4k to 1080p)

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  2. Heinz Toskano that's why i (except for the SUperSampling lines) use a interface for rendering acces. Support for FMX is planned.

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  3. I'm aware its only a renderer, you could use directx or opengl, but that is out of question. If the purpose is to be cross plataform, better to have some "native" AA, no matter if you hardware accel or not, you are not going to make bitmaps on the fly, so, it's better if you generate and put them in a bitmap altas to use them later.

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