![]() Antialiasing for poly edges can be done via GLPOLYGONSMOOTHHINT (default off). ![]() #Stbimage image example java lwjgl how to#If you could just point me in the right direction or show me one good example of how to do this I would be ecstatic. If you're using LWJGL and OpenGL, then bilinear filtering on texture is automatic (unless you turn it off), and is controlled via GLTEXTUREMAGFILTER. What I want to do is draw all my images in a buffered image and then render this image with AA before showing it. I've had a look at OpenGL and the LightWeightJavaGameLibrary JLWGL which claims to use OpenGL but I can't find a simple good at example of how to render images such as bmp,png,gif or jpeg with AA. And I have no idea whether the AA only triggers when you actually transform the image or if it's apllied on static images as well. The differences between the two formats are as. libpng and libjpeg Corresponding to each other png and jpeg Two image formats. Para hacer texto, solo crea un BufferedImage manualmente y use createGraphics() para obtener una instancia de graphics2D() para la imagen. When it c omes to image decoding libraries, the easiest thing to remember is libpng and libjpeg These two old image decoding libraries are out. Parameters: clbk - an STBIIOCallbacks struct. It seems like a real hassle if thats the only way to do it. Introduction of Simple and Easy-to-Use Image Decoding Library-stbimage. The three functions you must define are 'read' (reads some bytes of data), 'skip' (skips some bytes of data), 'eof' (reports if the stream is at the end). "Note that there will likely be some performance hit from transforming the image in this manner" Alternatively the TWL PNGDecoder you refer to should also work fine as it just loads the PNG file into a ByteBuffer which you can passed to OpenGL with LWJG元. I've found this but it seems much too complicated and as the author himself states The preferred way to load PNG files in LWJG元 is to use the STB binding (stbimage) now included with LWJG元. So far I've found lots of examples on how to use renderinghints to turn AA on when drawing shapes, lines or simple fonts but no good examples for rendering images. I'm thinking it would be nice to render every frame with AA to smooth out the rough etches since I'm using pixel art in the form of PNG images. I'm currently working on a simple 2d game in java using the Graphics2D. Primarily of interest to game developers and other people who can avoid problematic images and only need the trivial interface. ![]() Hi, my names Thomas and I've just discovered the wonders/horrors of antialiasing. Native bindings to stbimage.h from the stb library.
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