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Thu Jan 3 17:29:42 EST 2013

Using bilinear texture sampling for anti-aliasing

This would work for anit-aliasing lines, but not for complex shapes;
they need mipmapping.  EDIT: Indeed, works well.

The thing to keep in mind here is to keep the aspect ratio.
Mipmapping uses squares, so when you drop resolution on one axis, the
same hapens for the other one causing visible gradients/blur.

Maybe for what I want to do, a relational model will be a lot easier
to manage.  Rendering is essentially off-line so there is no time
constraint.



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