4 ms·
I think that using a series of skew operations for rotation could still be useful. Bilinear/trilinear texture lookup will always look a bit blurry. Most graphic
by exDM69 9y ago
I think that using a series of skew operations for rotation could still be useful. Bilinear/trilinear texture lookup will always look a bit blurry. Most graphics processing apps are still done using the CPU for most basic operations. And when the GPU is used, it's mostly compute shaders to get bit-accurate results (they could still be using the texture unit, though).
Real time graphics is of course a different matter.
- gugagore 9y agoThat's interesting. The sheer operations still require interpolation (just that, you don't need to do 2D interpolation, 1D works out), so you still need to interpolate. And the scaling also requires interpolation. So I'm not sure if it's better or worse in terms of bluriness.
- exDM69 9y ago> The sheer operations still require interpolation (just that, you don't need to do 2D interpolation, 1D works out), Back in the day, the "rotozoom" coefficients were chosen at a nearest integer to avoid interpolation. This of course means that you can't continuously choose the value of the angle. Interpolation doesn't play nice with a palette-based image with a fixed number of colors anyway. When palette and integers are not a restriction, higher quality interpolation (bicubic, etc) is also an option. Comes with tradeoffs, of course. Using integer coefficients will also enable all kinds of opportunities for assembly-level optimization.
- chongli 9y agoYeah. Ideally you'd use a mix of both: GPU texture lookup for live preview and slower, more accurate method for the final result.