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Anti Aliasing Equation
Does anyone know what this equation is!?
I need it for a paint program I am writing which still needs a name by the way! :) |
If you understand the concept, I'm sure you could make your own equation in your program's code.
I never had a need to have perfect AAing, so I have never paid attention to exact RGB values. But, I guess you just take the average of the RGB values (each seperately) for a 3x3 grid of pixels, to decide what goes in the center? I dunno lol. But its a simple concept, if (0,0,0) is black, and (255,255,255) is white, and your only dealing with those 2 colors. You would take the average of each RGB seperately (255/2,255/2,255/2) which would be (127.5,127.5,127.5). Of course I guess you gotta round that to 128,128,128 but that value is the exact gray you should use if AAing between pitch black and pure white. |
Depends on the type of antialiasing.
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Dusty did a tutorial on anti-aliasing, why not look it up? :)
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A tutorial about how to anti-alias, and the equation to make a program do it are two very different things. Goboom is looking for the latter.
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I like the Zoom and Paint icons, but the pencil kinda freaks me out >_<
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The lead on the pencil looks like it's gonna break when you start to write with it. :eek:
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I like the second eraser more than the first.
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I like the second one. Though normal erasers aren't usually hot pinkish.. >_<
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I say the second one also...
@Blitz_Hunter....the ones like that are...even the ones on pencils are...they are usually hot pink or white...at least here where I live. |
Cool! they all look nice :D
Good job :cool: |
I like them all, 2nd eraser though
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Make a white eraser. Pink is icky. :p
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2 Attachment(s)
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1) A blur grib of {0,1,0},{1,4,1},{0,1,0}. What this means is for each pixel, we take 4 times its current value, and 1 times the value of those directly adjacent. We then divide this value by 8 in order to scale it back down. 2) When applying a matrix or such to the image (for rotation, scaling/resizing and trippy effects), whe use the inverse matrix to see where the pixel 'came from' (applaying a matrix using the inverse is much better as you dont get 'gaps'). So like for each pixel on the out put, we see where its colour must have come from. Ususally this will not fall on an exact pixels, so we take a proportionate ammount from the 4 with which it is nearest. We calculate our proportions by the following method.... imageine the four nearest pixels as the corners of a square. now where you inverse matrix falls, draw a cross so that the square is split into 4 regions. We now use the area of the region which is diagonally opposite each corner to decide the weighting. I have attached a diagram to try and make this clearer, and attached an image of what this looks like in effect. I dont know if these are official methods but they give the effect we needed sooo.... |
2nd eraser, nice gfx :D
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Get some new function please. Nice GFX though.
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Second ereaser, and keep the color.
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