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From: Roger H. <rog...@mi...> - 2007-07-06 12:50:12
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On 5 Jul, 2007, at 20:40, Jose' Cruanyes wrote: > > I vote to maintain four floats till is converted to the native format > > the code to write the pixels to the destination bitmap is ugly to say > the least, specially on windows, so I think it has to be reworked. OK, will do. > > On the other hand, while experimenting with spherical lights, I've > noted problems with the antialiasing, but I've not gone much further > since, Is this the same problem we are seeing with spheres? We are doing an animation of a virtual pool table and we see horrendous random white speckles around the periphery of some of the balls and sometime a similar round pattern of white speckles on the cloth of the pool table. > > if we have to redo the antialiasing code (cubic and gaussian) > probably is better to have the data as four floats, the size is not a > problem, anyway we need just a tiny strip of data that will be copied > to the destination buffer OK. Roger. |