Filtering flickering on screen

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Ats
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Filtering flickering on screen

Post by Ats » Fri Jul 31, 2020 10:58 am

if you want your cos(x) functions to stop aliasing (flickering) on the screen, you need to filter them. If w=pixel size, replace cos(x) by
(1/w)∫cos(t)dt, t ∈ (x-½w, x+½w) = cos(x)·sin(½w)/(½w)
https://iquilezles.org/www/articles/ban ... miting.htm

I just read that article and find the rendering very smooth. Is it possible to achieve something like this in ZGE using shaders?
Last edited by Ats on Sat May 01, 2021 9:34 am, edited 1 time in total.

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Kjell
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Re: Filtering flickering on screen

Post by Kjell » Fri Jul 31, 2020 11:12 am

Hi Ats,
Ats wrote:
Fri Jul 31, 2020 10:58 am
I just read that article and find the rendering very smooth. Is it possible to achieve something like this in ZGE using shaders?
Sure, you can just ( pretty much ) copy-paste the fragment shader. Thing is though, that this is a technique useful with runtime procedural textures. So unless that's what you're doing there are better & faster alternatives available.

K

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Ats
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Re: Filtering flickering on screen

Post by Ats » Mon Aug 03, 2020 11:15 am

Oh. All right then. I'll try it for the flickering stars in the background of Omeganaut.
But maybe a simpler anti aliasing filter would be better to smooth everything.

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