On Tue, Sep 23, 2014, at 12:03 PM, Nathan Hurst wrote:
I suspect that will end up being a lot more work than just super sampling. Remember, it has to be done per pixel. Adding an edge pixel bitmap proof of concept to the existing render sounds like an afternoon project for someone who has a current build working and knows where to look. Allocate a bitmap (I think we render 256 square tiles don't we, so we just need another 8k buffer, it would even fit in cache), modify the edge blending code to just set the bit, clear all opaque internal pixels. Then we rerender those pixels again with a higher resolution.
The first reaction to thinking of that was "Eek!", however the rough scope-of-work details are reassuring.
Would this also contribute to addressing some of our text aliasing issues?
And finally, since I often export at 2x width and height and then use Gimp to scale the image in half, I was considering adding that as an option for PNG export. I believe that adding super sampling in the export code is not too much work, so might have a concrete testbed for rough comparison.