JErvin Posted May 16, 2022 Share Posted May 16, 2022 In my game there are lots of zooming, zooming out in the gameplay, and I just wonder what would be the best solution to increase antialising quality? My sprites are based on vector graphics, so if I am zooming out too much the quality suffer a little (and the sprite texture is big, because it need to be sharp if the user zoomed in). I think I did every basic thing: settings.ANISOTROPIC_LEVEL = 16; settings.FILTER_MULTISAMPLE = MSAA_QUALITY.HIGH const app = new Application({ view: this.canvas, width: window.innerWidth, height: window.innerHeight, antialias: true, autoDensity: true, backgroundColor: 0xaaaaff }); I searched about supersampling in pixijs but I could not find anything. The only valid solution I can see is render the scene to a 2X or 4X bigger texture than the screen resolution, and downsample that texture to the screen (so supersampling basically). Is there any other way, or my idea about implenting super sampling is even viable, what would you suggest? If everything fails, I think I can use smaller sprite resolutions to the heavily zoomed out view, maybe this also can be a solution. Thank you! Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted May 17, 2022 Share Posted May 17, 2022 My sprites are based on vector graphics, so if I am zooming out too much the quality suffer a little You have to use mipmaps. baseTexture.mipmapMode = something-something-something , look in the docs. if its still bad use different rendered mips at different zoom, its possible if you are proficient with pixi texture resources, but i dont have an example at hand. filter_multisample wont help you, texture sampling tied to mips , not to framebuffer MSAA JErvin 1 Quote Link to comment Share on other sites More sharing options...
JErvin Posted May 17, 2022 Author Share Posted May 17, 2022 Thank you! Mipmap helped a lot. Quote Link to comment Share on other sites More sharing options...
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