Sharp image border after rotate

mefihlmefihl Posts: 4Member
edited May 2016 in 2D
When rotate sprite, image border is sharp. Image settings is: Mipmaps and Filter.<br />How fix this? THX.<br /><br />Bez_tytu_u.png<br /><br />Image display ok in device with hight resolution (1920x1080) in 800x480 is sharpen.<br /><br />Post in Q&A<br />http://www.godotengine.org/qa/3669/sharp-image-border-after-rotate?state=comment-3670&show=3670#c3670<br /><br />[size=10pt]EDIT: this is a graphics 2d question and has been moved to the appropriate section.<br />Please read the forum rules and be aware of the forum structure in the future.[/size]

Comments

  • MegalomaniakMegalomaniak Posts: 1,394Admin
    If you mean the 'saw-tooth' pattern on the card edges, that's known as aliasing and anti-aliasing should help with that.
  • Elf_EarsElf_Ears Posts: 37Member
    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
  • MegalomaniakMegalomaniak Posts: 1,394Admin
    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... <br /><br />...alternatively perhaps some screenspace shader magic on a display res. render target could help achieve screenspace AA...<br /><br />http://www.gdcvault.com/play/1013713/Advanced-Screenspace<br />http://iryoku.com/aacourse/downloads/Filtering-Approaches-for-Real-Time-Anti-Aliasing.pdf<br /><br />These links are 3D focused but they might point you in the right direction.
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