I seem to be distracted by the anti-aliasing when I use XRoar. Both window mode and fullscreen.
I have checked the different video drivers on linux but none give me pure blocky graphics.
Is there any way of switching off anti-aliasing? Am I right in remembering that the real dragon 32 did not have anti-aliasing?
Cheers!
XRoar Anti-aliasing
Re: XRoar Anti-aliasing
It's the use of GL_LINEAR when scaling the texture in OpenGL. Using GL_NEAREST instead would be what you want, but if the scaling isn't an exact multiple, it looks pretty terrible. I could make it switchable. Alternately, if SDL is able to switch resolutions for full-screen, "-vo sdl" might do it? Though it won't be scalable in windowed mode then.
As for original hardware, well no it wouldn't have actively antialiased, but you'd get quite a similar effect from viewing it on a television! Worse, probably: alternating vertical lines of different colour (in SG24, for example) mixed up quite well on PAL displays.
As for original hardware, well no it wouldn't have actively antialiased, but you'd get quite a similar effect from viewing it on a television! Worse, probably: alternating vertical lines of different colour (in SG24, for example) mixed up quite well on PAL displays.
Re: XRoar Anti-aliasing
Just the info I needed! Replacing GL_LINEAR with GL_NEAREST in video_sdlgl.c did the trick and IMHO looks way better and I can't understand why anyone would want it any other way! (apart from the scaling issue you mention (can you explain more about this?) - which I don't have)sixxie wrote:It's the use of GL_LINEAR when scaling the texture in OpenGL. Using GL_NEAREST instead would be what you want, but if the scaling isn't an exact multiple, it looks pretty terrible. I could make it switchable. Alternately, if SDL is able to switch resolutions for full-screen, "-vo sdl" might do it? Though it won't be scalable in windowed mode then.
As for original hardware, well no it wouldn't have actively antialiased, but you'd get quite a similar effect from viewing it on a television! Worse, probably: alternating vertical lines of different colour (in SG24, for example) mixed up quite well on PAL displays.
I did try "-vo sdl" and the windowed xroar looked good but fullscreen was not real fullscreen, I think the aspect ratio was off and there was abit of anti-aliasing.
If you do make this switchable in the next version then you'd save me time patching the code before compiling!
Anyway, thank you very much for the quick solution!
Simon Hardy
Re: XRoar Anti-aliasing
You don't? Hmm, maybe it depends on graphics card.(apart from the scaling issue you mention (can you explain more about this?) - which I don't have)
If you scale 256 pixels to, say, a window 384 pixels wide (1.5 times the width), then if you don't antialias, you'll end up with one pixel being represented by two on-screen pixels, and the next represented by one - makes most things look pretty bad. If your card isn't doing that even with GL_NEAREST, what does it look like it is doing?
Re: XRoar Anti-aliasing
When I resize the windowed xroar to odd dimensions I notice the scaling issue you mention.
The fullscreen looks very good - tho I do notice there is something happening. It is not exactly 100% hard edges. Either it is minimal anti-aliasing, my LCD screen or my eyes. I wish I could take a snapshot now and send it to you - my gimp refuses to take a snapshot when xroar is in fullscreen mode.
The fullscreen looks very good - tho I do notice there is something happening. It is not exactly 100% hard edges. Either it is minimal anti-aliasing, my LCD screen or my eyes. I wish I could take a snapshot now and send it to you - my gimp refuses to take a snapshot when xroar is in fullscreen mode.
Simon Hardy