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Recap and push forwards
Expand the notion of CoordinateSystem to allow passing a Texture
Review how our Edge equations work
Blackboard: Working through a problem from first principals
Blackboard: Texture mapping
Blackboard: Standard nomenclature
Blackboard: How do we produce some u and v values that tell us where in the texture we are at any given time?
Blackboard: Take a look at what's going to happen here
Blackboard: Does this equation give us what we want?
Blackboard: Looking at the problem from another angle
Blackboard: The equation we'd like to implement
Implement that equation, starting by distributing the negative in the Edge tests
Compute u and v
Lookup the u and v inside the Texture
Compile and see what's happening in-game
Assert that X and Y are >=0 and < Texture dimensions
Do that lookup of the u and v
Check out our texture mapping in-game (!quote 52)
Add in the Alpha
See the alpha composite happening in-game
Slow down the fanciness
Hit an assertion and postpone clamping U and V until we're doing SIMD
Resume slowing down that fanciness
Notice the flickering and mention subpixel accuracy
Make the Tree bigger and put it in the centre of the screen
Move the Tree horizontally and keep its angle constant
Observe the nature of rendering without subpixel accuracy
Blackboard: The number of pixels and texels isn't dividing out evenly
Start tackling these problems
Notice that DrawRectangleSlowly is ignoring the floating point accuracy that was passed to it
Why do we still look like that, though?
Blackboard: Doing a better job of figuring out where we are in the texture map
Linearly blend (Lerp) the colours
Pretend our Texture is smaller than it actually is
Blend these guys together, but not before lofting out the Color values
Manufacture a v4 for Lerping between two Lerps and ones for doing scalar multiplications
View our properly blurry rendering in-game
Switch between the old and new ways, for comparison
Q&A, after getting the tree spinning again
miblo Q: Will the Wall trees be subpixel accurate now?
andsz Q: the top of the tree seems to be cut short
powerc9k Q: Is tree spinning going to be in the DLC?
zuurr_ Q: does it rotate with subpixel accuracy?
trevnewt Q: What's the most major / fundamental thing left to do on the renderer?
TODO(casey): SSE clamping
@garlandobloom Q: how would you do smooth subpixel rendering for something like pixel art graphics, that doesn't blur but still moves smoothly
Blackboard: Doing smooth subpixel rendering for pixel art graphics
ttbjm Q: couldn't you use the rounding +0.5 and truncate to not sample outside the edges of the texture?
allaizn Q: why are you still adding 0.5f to tX and tY?
pseudonym73 Q: Is it any faster if you just test the domain of (u,v) instead of testing edges?
ssx1 Q: Is rendering on the cpu different in comparison to rendering on a gpu codewise?
digitaldomovoi Q: Are there performance benefits for using a quad as primitive over triangles in a software renderer like this?
cubercaleb Q: why do the edges of the tree look like they are feathered?
guit4rfreak Q: Will the different renderers be in the platform layer?
log_2 Q: I saw a great video on youtube called 'Computer Color is Broken' from minutephysics that talks about how blending colours is usually incorrectly done. Without relying on 3rd party libraries, you have an opportunity to do it correctly.
miblo Q: Remember when you introduced RenderGroup the other week? Is this subpixel rendering lerp one of the things that will go in the RenderGroup?
Call it for today with a recap and a glimpse into the future