Comments (5)
The res-multiplication code is very naive. If you have a better method, I'm all for it :)
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What would be really nice is to have antialiased lines, but I worry that that will be too slow on some devices. In the meanwhile, I'll submit a PR with the shape tweaks indicated above.
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Just in case you're thinking of investigating anti-aliased lines, you might want to check Rendering vector games on low end GPUs.
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Yeah, IIRC we're using a basic Bresenham algo to draw the lines but something like Xiaolin Wu should look a lot nicer.
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For single thickness that would work well. But for thicker lines it gets tricky.
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Related Issues (14)
- Missing license file
- [feature request] Increase internal res HOT 7
- Misaligned Output Screen HOT 4
- platform detection breaks on linux if hostname contains "win" HOT 2
- VecX 1.2 Sound problems
- No music or voice in Spike HOT 3
- Black screen on some games HOT 9
- [Feature Request] Core for Wii HOT 3
- conversion uint8 to int16 wrong
- build fails on Ubuntu MATE for Raspberry Pi HOT 1
- [BUG] Output flipped vertically on Android (GLES?) HOT 4
- [Bug] Berzerk sound bug HOT 5
- Only Mine Storm runs (built in game) HOT 1
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