Anti-Aliased 2D Drawing
Anti-Aliased 2D Drawing
Maybe a couple of years ago it wasn't that important but now in 2015 the 2D Drawing library needs official support for anti-aliasing.
If any of you native English speakers have any suggestions for the above text, please let me know (via PM). Thanks!
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Re: Anti-Aliased 2D Drawing
But I think we lose a lot of speed.
Currently the drawing functions are fast, and use integers.
With Anti-Aliasing all commands have to convert zu float, to draw sub pixels.
From me a −1.
The 2d drawing library should remain as simple as it is.
Fred can add a additional library:
For exmaple a good scalable vector graphics library (with AntiAliasing)
Currently the drawing functions are fast, and use integers.
With Anti-Aliasing all commands have to convert zu float, to draw sub pixels.
From me a −1.
The 2d drawing library should remain as simple as it is.
Fred can add a additional library:
For exmaple a good scalable vector graphics library (with AntiAliasing)
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Lizard - Script language for symbolic calculations and more ― Typeface - Sprite-based font include/module
Lizard - Script language for symbolic calculations and more ― Typeface - Sprite-based font include/module
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Re: Anti-Aliased 2D Drawing
Hello,
Also -1 from me. When I need Anti-Aliased 2D Drawing I'm drawing everything 2 times and sometime 4 times bigger and I resize everythings down to the final size.
That said a SVG library : +10000
Best regards
StarBootics
Also -1 from me. When I need Anti-Aliased 2D Drawing I'm drawing everything 2 times and sometime 4 times bigger and I resize everythings down to the final size.
That said a SVG library : +10000
Best regards
StarBootics
The Stone Age did not end due to a shortage of stones !
Re: Anti-Aliased 2D Drawing
I found it to be more important a few years ago than now with these larger display resolution monitors.c4s wrote:Maybe a couple of years ago it wasn't that important but now in 2015 the 2D Drawing library needs official support for anti-aliasing.
With the trend to 4K displays, the jaggies might not even matter.
I'd be with you 10000% in selecting that for a top enhancement over anti-aliasing, if there were not such serious and fundamental bugs in the existing product.StarBootics wrote:Hello,
Also -1 from me. When I need Anti-Aliased 2D Drawing I'm drawing everything 2 times and sometime 4 times bigger and I resize everythings down to the final size.
That said a SVG library : +10000
Best regards
StarBootics
When I study the freely downloadable manual and see support claimed for BASIC commands, invest in the system only to discover fundamental, no work around in BASIC commands that don't work, but get reported, and then nothing..............
I'm really not at a loss for words, but free expression seems a bit verboten here.
+0
It would be an improvement, but the resources are too limited for that.
Keep it BASIC.
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Re: Anti-Aliased 2D Drawing
PureSVGStarBootics wrote:That said a SVG library : +10000
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Re: Anti-Aliased 2D Drawing
It really depends on what you're doing. Charts and graphs: the speed is fine. Games: not so good.STARGÅTE wrote:But I think we lose a lot of speed.
If AA is added, it should be totally optional, to retain the current speed when AA is not specified with a flag.
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Re: Anti-Aliased 2D Drawing
I wish 2D line antialiasing would be available. But not by using a flag, but with another command name.
So, 2 seperate routines to draw lines with and without antialiasing, so no lost speed in non-antialiasing.
Antialiasing lines would be fun to create little vector games like asteroids or tempest.
Perhapse even in 2d circles, box (rotated at certain degrees), etc...
So, 2 seperate routines to draw lines with and without antialiasing, so no lost speed in non-antialiasing.
Antialiasing lines would be fun to create little vector games like asteroids or tempest.
Perhapse even in 2d circles, box (rotated at certain degrees), etc...
Re: Anti-Aliased 2D Drawing
It is already done like this. The VectorDrawing library provides what you want.Eric Rousseau wrote:I wish 2D line antialiasing would be available. But not by using a flag, but with another command name.
So, 2 seperate routines to draw lines with and without antialiasing, so no lost speed in non-antialiasing.
Antialiasing lines would be fun to create little vector games like asteroids or tempest.
Perhapse even in 2d circles, box (rotated at certain degrees), etc...
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Re: Anti-Aliased 2D Drawing
Oops, ok thanks, will check this closely... I just haven't really used the vector commands yet...
I spoke to quickly....
I spoke to quickly....