On 23 Jan 2014, at 03:49, Joshua Kolden wrote:
> Upon further experimentation I find that turning layer.mipmap on and off, has
> no effect. While smooth on a layer vs. smooth on the image does effect the
> image differently.
This is strange. I see a big difference here when I scale down an i
Upon further experimentation I find that turning layer.mipmap on and off, has
no effect. While smooth on a layer vs. smooth on the image does effect the
image differently. This makes sense if one is being filtered against the
original image size and the other against the Item’s layer texture s
Interesting. I tried the layer.mipmap previously with no effect, I did’t catch
that one needed to “enable” it too. However, I just tried this, and although
it created a different, marginally smoother result is is still very noticeably
aliasing.
Here is a move of that test:
http://c4.dev.s3
This is the expceted result. smooth: true uses bilinear filtering which is what
is supported in hardware. When scaling down, this starts to degrade. The effect
is drastic for high-contrast content like the edges of a font. Once go get
below 0.5x scale factor the sampling starts to ignore pixels
Yes, it also has no effect.
On Jan 21, 2014, at 11:21 PM, Rutledge Shawn wrote:
>
> On 22 Jan 2014, at 4:03 AM, Joshua Kolden wrote:
>
>> Image {
>> id: c4CameraImage
>> fillMode: Image.PreserveAspectFit
>> source: “path/to/c4camera.png"
>> anchors.left: parent.left
>> anchors.top:
On 22 Jan 2014, at 4:03 AM, Joshua Kolden wrote:
> Image {
>id: c4CameraImage
>fillMode: Image.PreserveAspectFit
>source: “path/to/c4camera.png"
>anchors.left: parent.left
>anchors.top: parent.top
>anchors.bottom: parent.bottom
>smooth : true
Did you try antialiasing:
I’m getting boxed in with rendering bugs on two fronts. Originally I tried to
work with fonts for the following animation, but have both render quality and
font ‘subfamily’ selection bugs to deal with there. So I took the effort to
switch a lot of stuff around and use images instead, however I’