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  sub pixel accuracy  (Read 947 times)
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Offline phu004

JGO Coder


Medals: 4
Projects: 9
Exp: 10 years


NoSuchPersonException


« Posted 2013-07-11 09:16:09 »

Hi guys, I got a question regarding drawing objects with sub pixel accuracy. I have 2 vertical lines that are 1.5 pixels apart, as I slowly move them horizontally across the screen, I see a seam appearing/disappearing between the 2 lines. Is there any way to get rid of this artifact without increase the screen resolution? Thanks in advance.

Offline relminator
« Reply #1 - Posted 2013-07-11 17:10:24 »

Try to google "wu line".
Offline Chili

Senior Newbie


Projects: 1



« Reply #2 - Posted 2013-07-23 19:39:52 »

How is that supposed to help him? Are you suggesting he should anti-alias per hand? very funny.

1  
2  
   g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
   g.setRenderingHint(RenderingHints.KEY_RENDERING, RenderingHints.VALUE_RENDER_QUALITY);


These two commands are called directly after initializing "g" (Graphics2D)

If you're not sure about the effects, try them seperately. You'll immediately see what they do.





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Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 138
Projects: 4
Exp: 3 years



« Reply #3 - Posted 2013-07-23 20:04:56 »

First of all, pretty sure he's using LWJGL, not Java2D, and second, relminator's response may not have been too detailed but for low-level stuff like LWJGL it is important to know how these things work.
Offline Chili

Senior Newbie


Projects: 1



« Reply #4 - Posted 2013-07-25 02:00:40 »

Of course, I only looked at the question and not his 9 projects and they're all 3D, hehe. Still surprised that he would run into problems like this... Shows how much I know!
Offline ClickerMonkey

JGO Coder


Medals: 20


Game Engineer


« Reply #5 - Posted 2013-07-25 17:47:28 »

If using OpenGL related library, this should do it:

glEnable( GL_LINE_SMOOTH );
glEnable( GL_POLYGON_SMOOTH );
glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );

EDIT:

And I think you need blending enabled:

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

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