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 Post subject: A note on 2 pixel overlap wrt antialiasing
PostPosted: Fri Nov 07, 2003 6:02 am 
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Joined: Sun Sep 08, 2002 2:01 pm
Posts: 205
Location: Switzerland
:!: I was re-reading the section about the pixel overlap
http://rhinoseros.com/~mtmg/traxx/overlap.html
and the following caught my attention:
Quote:
Basically, two pixels off of the edge of every 64x64 tile get overlapped or 'rolled under' the texture edges, you typically won't see them, so the effective 'viewing area' of your tile is only 60x60 (two pixels off each edge). Since the focus in the game blurs out the pixels a bit, it is really very forgiving of slight misalignments of this size.


It appears that antialiasing (AA) techniques used by graphic cards really suppress this forgivingness.

I was surprised to discover that on certain cards a few thin green lines appeared in my LaPaWop track (near the exit of the village section). These were neither visible in Traxx nor in game with AA turned off.

A closer investigation of the involved textures showed that there were minimal differences in the overlap sections. The background grass uses nuances of the same color to give a texturized effect, and these weren't perfectly matching in the overlap between custom made and the pre-made patterns.


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PostPosted: Fri Nov 07, 2003 5:58 pm 
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Joined: Thu Apr 19, 2001 2:01 pm
Posts: 695
Location: USA and Proud of it.
good to know

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