mefihl When rotate sprite, image border is sharp. Image settings is: Mipmaps and Filter.How fix this? THX.[img width=490 height=407]http://s32.postimg.org/kmehi9v6d/Bez_tytu_u.png[/img]Image display ok in device with hight resolution (1920x1080) in 800x480 is sharpen.Post in Q&A[url=http://www.godotengine.org/qa/3669/sharp-image-border-after-rotate?state=comment-3670&show=3670#c3670]http://www.godotengine.org/qa/3669/sharp-image-border-after-rotate?state=comment-3670&show=3670#c3670[/url][size=10pt]EDIT: this is a graphics 2d question and has been moved to the appropriate section.Please read the forum rules and be aware of the forum structure in the future.[/size]
Megalomaniak If you mean the 'saw-tooth' pattern on the card edges, that's known as aliasing and anti-aliasing should help with that.
Elf_Ears AFAIK Godot doesn't appear to have any anti-aliasing options, maybe somebody should drop a line in the GitHub issues and request an Anti-Aliasing display mode in the project settings
Megalomaniak the most basic anti-aliasing is essentially to render at double the display dimensions and scale it to fit the display resolution, so how about using a render target double the display res. and rendering it to the final output? this will come at a performance cost respective to the rendering resolution though and this would basically be just a 2X AA... ...alternatively perhaps some screenspace shader magic on a display res. render target could help achieve screenspace AA...http://www.gdcvault.com/play/1013713/Advanced-Screenspacehttp://iryoku.com/aacourse/downloads/Filtering-Approaches-for-Real-Time-Anti-Aliasing.pdfThese links are 3D focused but they might point you in the right direction.