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anti-alias

Started by September 25, 2001 05:07 PM
3 comments, last by AlbertoT 23 years, 1 month ago
I want to develop a simple 2d game using direct x 7.0. and Poser 4.0 for the sprites of human characters. I know that the anti-alias must dis-abled to avoid an "aurea" when two sprites overlap, for example a character and the background. The point is that there is a great quality difference beetwen an anti-aliased and a non anti-aliased sprite. Does anyone know a "trick" to overcome this problem
You can antialias in real time in the game, however this tends to be kind of slow....
Shoot Pixels Not People
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Drakonite

Thanks for your suggestion.
How can I antialias in real time using direct draw?
I have two game programming books but both of them suggest to disable anti alias when rendering the sprite off line.
they do not mention this " trick ".
thanks in advance
The only way to get a cheap anti-aliasing effect is to use 3d polygons and alpha blend them with the background. You probably don''t want to do that since you said you wanted to make a 2d game using DX7 (DX8 would probably be better for the alpha blending stuff).
I have worked on a 2d game which used Direct3d for antialiasing:

www.bunnz.com

there´s a few docs there as well, if that doesn´t help then email our programmer.

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