Page 2 of 2

Re: StartDrawing(SpriteOutput()) speed

Posted: Sun Nov 26, 2023 10:00 am
by DarkDragon
coco2 wrote: Sat Nov 25, 2023 12:19 pm
Why won't it be as good as directly drawing? Show the difference please.
Hi DarkDragon,

When I rotated the sprite it's edges were a bit weird. I have found a way to fix it now, I created the sprite that needs to be rotated at 2x it's normal size, then zoom it, then rotate it and it looks really good, almost 100%.

You can see before I figure out the fix the way rotating causes the edges of the tachometer needle to be a bit "bumpy"?

Image is here:
https://ibb.co/3hbz6nB
Ok so what you see here is an effect of aliasing, which means higher frequency information is stored in lower frequencies when a signal is sampled. The counter measure you've taken is a possible right one: doubling the resolution. There are plenty of further anti aliasing techniques you can use, not all of them fit a 2D scene, but all have one thing in common: they add information (mostly locally) like you did.