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Realtime scaling using bilerp


Realtime scaling using bilerp

Postby Phantom » Oct 10, 2005 @ 9:15am

Give me some good data and
I will give you the world
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Postby refractor » Oct 10, 2005 @ 3:46pm

I have nothing pre-coded but as always, post it in C and I'll do it in ARM for you. (I finally have an XScale device and I want to play with pre-loading anyway ;) ).
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Postby joshbu [MSFT] » Oct 10, 2005 @ 9:58pm

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Postby Phantom » Oct 11, 2005 @ 9:57am

Hmm I tried it with some quick and dirty code in my windows emulated version (no speed issues there), and the result is not as good as I hoped. Problem is that I am scaling from 400x300 to 320x240, which means that only a few rows/columns are omitted. This gives a nasty popping effect when scrolling (made worse by the art: There are many thin bright lines in the tiles). I'll have to render to a larger bitmap (480x360 or so) or I'll skip this idea...

BTW I also tried semi-HDR with a nice bloom filter. That does help a bit as it blurs the bright lines slightly. :)
Give me some good data and
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Postby StephC » Oct 11, 2005 @ 2:10pm

Stephane Cocquereaumont / Game Developer at <a href=http://int13.net>int13 production</a> (code monkey)
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Postby mm40 » Oct 12, 2005 @ 6:51am

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Postby sponge » Oct 12, 2005 @ 12:16pm

holy internets batman.
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Postby Phantom » Oct 12, 2005 @ 1:52pm

Give me some good data and
I will give you the world
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Postby Tala » Oct 12, 2005 @ 2:07pm

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Postby mm40 » Oct 13, 2005 @ 3:12am

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