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  [FIXED] Smooth Graphics Algorithm?  (Read 1050 times)
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Offline orogamo
« Posted 2013-04-02 13:31:42 »

I have a question:
What is the best way to do this: (smooth transitions, yellow is sand, blue is water, and white is "grass")

Hard edges:                                       Smooth edges:
 

currently, my plan is using this code(not finished): http://pastebin.java-gaming.org/2224c272c5b
S_NW / W_NW == SAND_NORTHWEST / WATER_NORTHWEST

But is this the fastest way? (probably not Tongue)

Screencap:

Offline Tyecon

Senior Newbie





« Reply #1 - Posted 2013-04-02 16:17:35 »

Would mipmapping with trilinear/anisotropic work here? Also how do you get the Memory Allocated?

Please have a baggy ready before looking at my code.
Offline theagentd
« Reply #2 - Posted 2013-04-02 17:06:21 »

This is a great article: http://www.gamedev.net/page/resources/_/technical/game-programming/tilemap-based-game-techniques-handling-terrai-r934

You could also use texture splatting but it's pretty inconvenient for tile based games.

Myomyomyo.
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Offline orogamo
« Reply #3 - Posted 2013-04-03 06:35:29 »

... Also how do you get the Memory Allocated?
Something like this:
1  
2  
memUse = (int) (Runtime.getRuntime().totalMemory() - Runtime.getRuntime().freeMemory()) / 1024 / 1024;
bufferGraphics.drawString(String.format("Memory Usage: %sMB/%sMB", memUse, World.run.maxMemory() / 1024 / 1024), debugX + 1, debugY + 61);


It might not be completly accurate, but it works.
Offline Roquen
« Reply #4 - Posted 2013-04-03 06:49:40 »

Wang tiles are your friend.
Offline orogamo
« Reply #5 - Posted 2013-04-03 07:21:55 »

EDIT: Just to be clear, i already had the tiles. I only needed the code  Pointing

ME FIX Cheesy


Code: http://pastebin.java-gaming.org/24c7c4b2954
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