|
Title: Need some advice about fsaa/interpolation when rotating sprites in a 2d game. Post by: Nightsjester on January 02, 2012, 08:29:16 PM Right now me and my friend (i'm the artist producing the sprites and other visual assets for the game) are arguing over how to deal with a slight problem. Whenever we rotate a sprite the graphic engine drops pixels/etc I really don't know how it works but it ends up having this somewhat noticable shimmering effect.
Right now he is using opengl to handle all the engine related things. We have seen in other games like SPAZ (it happens to be a very similar game to our own in that it being about space ships top down) that the sprites don't really have any hard edges and nothing is sharp enough to really interpolate badly. Is there any particular method to deal with this with very sharp sprites in a game where you can zoom in and out as much as you like? Here is one of our assets:(http://i.imgur.com/qpiyX.png) I hope this is the right place to post this sort of question. Sorry if I didn't explain clearly enough. Title: Re: Need some advice about fsaa/interpolation when rotating sprites in a 2d game. Post by: Netsu on January 02, 2012, 11:49:22 PM So you use OpenGL for rendering and this asset is exactly the file used? What blending method do you use? Do you draw it as a textured rectangle? Can you upload a video or something?
Title: Re: Need some advice about fsaa/interpolation when rotating sprites in a 2d game. Post by: Nix on January 03, 2012, 04:19:49 AM and the developer made sure the sprite textures were set up for linear interpolation between texels?
another thing you want to watch out for is rendering the sprites significantly smaller than their actual resolution When you do, even small changes in position can significantly change which texels are being sampled. this is why textures are often mipmapped in 3d games. |