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AppGameKit Classic Chat / One Pixel Lines and Virtual resolution Issue.

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Polaraul
9
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Joined: 13th Dec 2014
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Posted: 8th Nov 2020 21:26
I have seen this mentioned a number of times both on this board and over on the Steam forums. When SetWindowSize differs from SetVirtualResolution, some single pixel lines either disappear, or appear wider than one pixel. This is especially noticeable when rendering grids. Is there any work around for this?

smerf
19
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Location: nm usa
Posted: 10th Nov 2020 04:02
Change virtual resolution to window size

Polaraul
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Posted: 10th Nov 2020 14:06
smerf wrote: "Change virtual resolution to window size"


Thank you for taking the time to reply.

Assigning SetVirtualResolution() and SetWindowSize() to the same resolution does indeed fix the issue, however, doesn't that defeat the purpose of SetVirtualResolution()?
smerf
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Posted: 10th Nov 2020 16:11
You don't even have to use virtual resolution it can cause problems and it's kind of complicated in certain cases. You can choose to just use resolution. virtual resolution is just supposed to be a little bit more convenient and easy. Because u don't have to use percentage scaling like u do nomally. Just remember a virtual resolution is exactly that virtual. So if u set a 200 px wide window to a virtual size of 100 u will be trying to stretch a pixel into two pixels or vise versa u will loose lines. Setting actual res to window size is a 1 to 1 pixel ratio pixel perfect result.

JLMoondog
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Posted: 13th Nov 2020 04:44
If you insist on using virtual resolution, make sure to turn off mip mapping, which tends to muddy up images/textures/others and cause artifacts when scaling or offsetting them on screen. Especially for static, non-moving/scalable images, which renders MIPs pointless.
Polaraul
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Posted: 13th Nov 2020 13:15
JLMoondog wrote: "If you insist on using virtual resolution, make sure to turn off mip mapping, which tends to muddy up images/textures/others and cause artifacts when scaling or offsetting them on screen. Especially for static, non-moving/scalable images, which renders MIPs pointless."


Isn't mipmapping off by default? https://www.appgamekit.com/documentation/Reference/Core/SetGenerateMipmaps.htm
JLMoondog
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Posted: 16th Nov 2020 03:11
Sorry, I meant set the min/mag filter. Which is similar to mipmapping, but instead of setting up a LOD in half steps, it will blend pixels together if they occupy the same screen pixel space. I always turn filtering off, especially when using retro low rez style graphics, as the filter tends to muddy and blur everything together, loosing the implied detail you get from good pixel art.

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