Half Pixels? Are you crazy?
reddotinc
Member Posts: 653
Anyone have any clue why you are allowed to have half pixels in GS? Not only is it stupid but magical seeing as its impossible.
Doesn't really affect me as far as I know, but still it's crazy!
// Red Dot Inc
Doesn't really affect me as far as I know, but still it's crazy!
// Red Dot Inc
Comments
we have 320 x 480 to work with, so thats 1 for 1 pixel mapping, yet we are allowed to have .5 positions?
However, many graphics programs allow sub-pixel rendering. Flash has this, as does OpenGL (which is what Gamesalad uses) and this allows you to place graphics, both raster and vector, at floating point coordinates.
Fonts use this technique extensively.
It sort of acts like "dynamic antialiasing". The iPhone uses this everywhere. Although the final image is displayed on a pixel grid, the antialiasing in the text is the result of all the subpixel data.
In Flash you are able to position things down to 1/20th of a pixel.
I am not sure how exact you can position things in OpenGL.
TLDR version: game-world coordinates and screen-space coordinates are no longer one and the same. They are independent of one another, hence the feature name "Resolution Independence."
Thank you very much for your explanation guys and excuse me for my slightly ill-knowledged thread, I'm a web developer and people talking about "half pixels" is something we laugh about
// Red Dot Inc
And while weve got yellow eyes on the subject.... can we have a user defined grid snap. And make it so we can select/copy/paste/move multiple actors. It can get really tedious having to reposition everything one actor at a time.
thanks!....
This allows you to use odd sized pixel actors without blurry as well.
_________________________________
HOLY NOSE JOB!: Nesen Probe: Is this the single most unappealing game in the history of GameSalad? I can't seem to give it away! Anywhere. But if anyone want's to try it out, codes are still available! http://gamesalad.com/forums/topic.php?id=8097