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Description
When I draw an image that's made up of alternating black and white pixels like this:
for(int y = 0; y < h; y++) {
for(int x = 0; x < w; x++) {
bool on = x % 2 == 0 && y % 2 == 0;
img.setColor(x, y, on ? ofColor::white : ofColor::black);
}
}(Inverse of the pattern here.) Then I get moire patterns.
The above test is with ES2 and with 4-sample antialiasing enabled. Disabling antialiasing changes the pattern but does not remove the moire. ES1 does not show a moire pattern regardless of whether antialiasing is true or false.
I checked out the latest OF, pulled libs, and created a project with the project generator (copied from the 0.9.8-ios release). I'm running iOS 10.1 and XCode 8.1.
If I add the line ofSetupScreenOrtho(ofGetWidth(), ofGetHeight(), -1, +1); at the top of draw() then everything is ok on the real hardware. In the simulator the pattern is still "blurry" (instead of a 2x2 square being [255, 0, 0, 0] it's [149, 43, 43, 17]) but there is no moire. I tried checking if the difference between the hardware and the simulator is due to floating point accuracy, but I think it must be the graphics card. Because the matrices computed by ofSetupScreenOrtho() are exactly the same.
