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need to teach quadblitter/sexblitter about non-interpolative #1763
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so how do we want to do this? right now in quadblitter we lerp together 2 or 3 with no transparency, or with transparency we lerp together everything that's not transparency. in sexblitter with transparency, we lerp together everything that's not transparent, and if there's no transparency, we minimize total distance and lerp accordingly. for the transparency case (where we're locked to a single color), look for whatever color appears most frequently. if such a color exists, use it. otherwise...pick the one in the middle if there's an odd number? maybe we need look at surrounding cells? hrmm. |
it's interesting to note that, unless you're trying to keep the size down, higher blitter resolution is just going to probably make things look (a little) worse without interpolation, since you're kinda forcing an artificial upscaling given the limited number of colors per cell. nonetheless, this is now done for quadblitter. |
When we do a non-interpolative render, we ought blit it without lerping colors, I would think. Right? So either we need to pass that it's a non-interpolative render down into the blitters (i think this is already being done through
blitterargs
), or split them into interpolating and non-interpolating variants. i think the former is cleaner; there's not that much difference.@joseluis, agreed?
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