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Anti-aliasing Routines


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#61 Morbid_Chylde

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Posted 18 October 2004 - 12:52 PM

MChylde, I saw some screenshots using google image thingy, and it looked like no AA was present between the tileset/background & the sprites.  I'm not the one to judge though, as I haven't played it before...(link says something about high traffic) :GM130:


Trust me when I say that the screenshots do not do this series any justice. Not only do they not really show off the AA, you cannot see how detailed and animated the sprites are either. The lighting in the game is really outstanding too, great use of shadows, etc. You'll have to play them to get the full effect (they play alot like the Secret of Mana series, i.e. action-rpg).
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#62 Rusty Nail

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Posted 20 October 2004 - 10:30 PM

You could give an alpha value of say 0.5 to each pixel at the edge of the image.
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#63 EXTREMEIST

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Posted 07 November 2004 - 01:36 AM

I just do it pixel-by-pixel.
Something that does it for you sounds cool though.

Edited by EXTREMEIST, 07 November 2004 - 01:39 AM.

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#64 Mikemaster

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Posted 03 December 2004 - 02:14 AM

For the most part, I would make an object at point (0,0) and put in the draw event:
draw_set_color(make_color_hsv(239,0,240)
repeat(room_width*room_height)
{
if getpixel_color*I think that's the name of the function*(x,y)=*this is the only part I don't know. here you would check if the pixel's color's saturation is 0, the hue and lumination (value) is anywhere between the desired amount of blackness or whatever*
{
draw_point*I think that's the name of the function*(x,y)
}
}
Then take a snapshot or whatever you want to do.
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#65 CobraA1

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Posted 03 December 2004 - 07:06 AM

You could give an alpha value of say 0.5 to each pixel at the edge of the image.


You might as well use the built-in function in GameMaker if you want something like that.

The best way is still to create it antialiased in the first place - any real-time pixel-by-pixel algorithm is going to be slow and IMHO not worth it.
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#66 Yourself

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Posted 03 December 2004 - 07:17 AM

Well, there are variations of the Bresenham line drawing algorithm that are really simple and fast which draw anti-aliased lines. Anti-aliasing a raster image in real time isn't going to happen...ever. There isn't enough information for the computer to be able to determine appropriate alhpa values. If you want anti-aliased sprites, you pre-render them with an alpha mask.
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#67 Skilzat99x

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Posted 03 December 2004 - 08:37 PM

Or if your looking for somewhat good but not perfect AA, use GM6.
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#68 brosBM

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Posted 23 December 2004 - 04:25 PM

OpenGL has some good functions to create lines and points with antialiasing, such as glEnable(GL_LINE_SMOOTH). You can also calculate the range and granularity of certain sizes of lines. I'm too lazy to actually make a GM example that links to an OpenGL file though. I'm sure the new blending functions in GM6 can aide with smoother graphics.

Edited by brosBM, 10 January 2005 - 04:27 PM.

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#69 solano

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Posted 15 April 2012 - 01:57 PM

The previous posts had nothing to do with your example so let me set things straight.
This is awesome man. Its ****ing amazing. I will try to combine this with the surface fix 's function surface_save in binary format and pass it as an argument to a function from a dll I'm writing which will use the data and apply bilinear filtering to it then return it back to gamemaker. Don't know how fast it will be but at least it will look good :)

Edited by solano, 15 April 2012 - 02:58 PM.

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#70 C_Pike

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Posted 15 April 2012 - 02:14 PM

The previous post had nothing to do with your example so let me set things straight.
This is awesome man. Its ****ing amazing. I will try to combine this with the surface fix 's function surface_save in binary format and pass it as an argument to a function from a dll I'm writing which will use the data and apply bilinear filtering to it then return it back to gamemaker. Don't know how fast it will be but at least it will look good :)


LOL! you just dragged up a thread from 2004, and proceeded to try to "pwn some noobs", Good job...
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#71 solano

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Posted 15 April 2012 - 02:59 PM

Well the example works and I find it useful. It deserved to be bumped.
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