Monday, December 15, 2008

Image Aliasing and Animation

I've made some changes to image rendering. Mip mapping is not required for a 2D game. It adds unnecessarily expensive overhead and was distorting images because image sizes were too large for graphics cards. So, I eliminated mip mapping and am now using linear filtering for images. I'm using the principle of divide-and-conquer to break an over sized image down into two or more textures, to which the frames of an animated image are then mapped. This is done in the class CImageData. This was quite a major change, so bugs may crop up yet, but I think it's an improvement over the distorted images and excessive processing required prior.

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