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- From: kennyy@bnr.ca (Kenny Yan)
- Subject: Re: Anti-aliasing
- Message-ID: <1992Dec23.145800.27661@bmers145.bnr.ca>
- Sender: news@bmers145.bnr.ca
- Reply-To: kennyy@bnr.ca (Kenny Yan)
- Organization: Bell-Northern Research Ltd.
- References: <1992Dec23.135408.21556@almserv.uucp>
- Date: Wed, 23 Dec 92 14:58:00 GMT
- Lines: 33
-
- In article <1992Dec23.135408.21556@almserv.uucp>, bsim@quark (Ben Sim) writes:
- |>
- |> dethomas writes:
- |>
- |> : A game doesn't
- |> : have to be anti-aliased into oblivion because it *can* and that is what
- |> : it seems frequently happens on SNES games, too many colors thrown in
- |> : because they can be, not because they are relevant to the image being
- |> : drawn.
- |>
- |> What's meant by that statement? anti-aliasing improves the smoothness of
- |> the graphics, hence better graphics. What's irrelevant about better
- |> graphics on a video game? I guess you like crude graphics ala the old
- |> Atari 2600.
-
- I'll let somebody else define anti-aliasing.
-
- On the SNES, what happens is that sometimes objects are drawn 'fuzzy' because
- they are being scaled smaller, and the details inside them get anti-aliased.
- I'm trying to think of an example, but the only one I could think of right now
- is the space fortress in Area 2 of Space Megaforce, and I liked it. (The space
- fortress starts out as a little gray snowflake no larger than your ship, WAY
- below you. As you approach it, it gets bigger and bigger and BIGGER until
- it becomes the floor of your level. Nice.)
-
- Oops, just thought of another example. Almost everything that shows up on
- the viewscreen in Wing Commander gets aliased almost to death because the
- program uses scaling to display these objects (enemy ships, asteroids).
- I usually can't recognize the enemy ships unless they're real close. I've
- blown up several friendly ships that way...
-
- Kenny Yan
- The above is not a BNR opinion/view/comment/press release.
-