antialiasing

Drawing an anti-aliased line with thePython Imaging Library

元气小坏坏 提交于 2019-12-12 10:47:04
问题 I'm drawing a bunch of lines with the Python Imaging Library's ImageDraw.line(), but they look horrid since I can't find a way to anti-alias them. How can I anti-alias lines in PIL? If PIL can't do it, is there another Python image manipulation library that can? 回答1: aggdraw provides nicer drawing than PIL. 回答2: This is a really quickly hacked together function to draw an anti-aliased line with PIL that I wrote after googling for the same issue, seeing this post and failing to install aggdraw

SKTexture nearest filtering mode doesn't work (Making Pixel Art)

心不动则不痛 提交于 2019-12-12 09:39:44
问题 I used a relatively small image (44pixel tall) and scaled it up to have a pixel art look. I tried to change the filtering mode to nearest so the anti-aliasing would disappear but it didn't. It appears with blurry edges. I tried the same with a background getting the same result. let myNode = SKSpriteNode() class GameScene: SKScene { func makeNode() { myNode.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2) myNode.size = CGSize(width: 200, height: 200) myNode.texture

C# Saving a form to image without anti aliasing

丶灬走出姿态 提交于 2019-12-12 03:09:35
问题 I am checking if i am able to capture an image and save it to an image file without losing the pixel resolution? I had a 1D barcode inside a form, however i will need to print this form together with the barcode. When i capture and save to a bmp file and print, the barcode is not clear at all. Even printscreen is anti-aliasing? The situation is a lot like the thread below except now i need to save it later for printing. Undesired anti-aliasing when drawing bitmap on a window Thanks in advance

GLUT + OpenGL multisampling anti aliasing (MSAA)

此生再无相见时 提交于 2019-12-12 02:02:44
问题 I make OpenGL application that draw cube. I want to add anti aliasing but have no success. Maybe someone can help (User Xcode 6.1.1, GLUT, OpenGL) ? I need create antialiasing without ay external libraries. Result of code below. GLfloat xRotated, yRotated, zRotated; void init(void){ glClearColor(0,0,0,0); glEnable (GL_DEPTH_TEST); // Turn on antialiasing, and give hint to do the best // job possible. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_POINT

Is there a decent vector / spline library for php?

跟風遠走 提交于 2019-12-12 01:32:32
问题 Does anyone know of the best way to render clean vectors into a php image and then serve it as a jpeg/png? Specifically I want to draw lines, polygons and splines which are anti-aliased and then serve them up as jpegs. Preferably also with an alpha option when rendering. What would be spectacular is a php library with a similar API to Raphael (without the animation) - not only because Raphael has a great API but also because I'm already using it on my website for the dynamic bits but also

Sublime Text / Spyder / Text-antialiasing Windows

。_饼干妹妹 提交于 2019-12-11 20:36:41
问题 In a nutshell, I can't get text in Spyder to look nearly as good as Sublime Text. (I have the same basic problem with PyCharm in comparison to Sublime, as well). Below is a pic of the same file (Sublime left, Spyder right), side by side in both programs, same font (Source Code Pro, 13 points), both running Monokai Extended Bright, which I went in and tweaked a little to get the colors to match as much as possible. ClearType is on. Is there anything that can be done to make text - pardon the

DrawEllipse: Antialiasing broken with PenAlignment.Inset

耗尽温柔 提交于 2019-12-11 20:13:00
问题 As suggested by @TaW on this previous question, I setted PenAlignment.Inset to draw the circle inside the Bitmap, but this caused another problem. I want to draw a circle on a specified Bitmap with antialiasing. SmoothingMode.AntiAlias The problem is that, when I use PenAlignment.Inset , the antialiasing doesn't work correctly! Instead, with PenAlignment.Center , it works correctly... Any suggestion to resolve this problem? Bitmap layer = new Bitmap(80, 80); using (Graphics g = Graphics

How to work with anti-alias on delphi firemonkey and android

六眼飞鱼酱① 提交于 2019-12-11 12:55:52
问题 I work on delphi xe7 with firemonkey and testing on android. When i work on a device that have a normal resolution of 1 (scene.scale=1) then component like TRoundRect, TPie, etc produce ugly result because they are not anti-aliased (or the anti-alias is not visible by humain eyes). if i work on high definition device (scene.scale=2 for exemple), then it's not really a big problem because high definition compensate the problem. So first question, is their any way to make theses component

OpenGL - How to draw to a multisample framebuffer and then use the result as a normal texture?

北城以北 提交于 2019-12-11 08:05:50
问题 I'm developing a little gamedev library. One of the elements of this library is a Canvas (offscreen drawing area), which is implemented through an OpenGL framebuffer. So far, everything's been good, I generate a texture, attach it to a framebuffer, render to it, then use the framebuffer's texture as Texture2D. Now, I'd like to add antialiasing to my library, so I'd like to be able to set multisampling on a Canvas. Now I'm confused because I've found that you need to alter shaders to use

Anti-aliasing in allegro 5

淺唱寂寞╮ 提交于 2019-12-11 07:15:51
问题 How do I make allegro 5 use anti-aliasing when drawing? I need diagonal lines to appear smooth. Currently, they are only lines of shaded pixels, and the edges look hard. 回答1: To enable anti aliasing for the primitives: // before creating the display: al_set_new_display_option(ALLEGRO_SAMPLE_BUFFERS, 1, ALLEGRO_SUGGEST); al_set_new_display_option(ALLEGRO_SAMPLES, 8, ALLEGRO_SUGGEST); display = al_create_display(640, 480); Note that anti-aliasing will only work for primitives drawn directly to