Is there a way, in jme, to replace standard magnification filters with fitlers from (traditionally) emulator of pixelized games ?
I know that there is several implementation such filters but it seems that every implementation are under GPL licence. I didn’t find information about the license of algorithms though.
Also, have this as a magnification filter for texture will avoid to have it as a shader and will be compatible with every existing shaders.
This question is not genuine: i am working on a project (to test avarra in a “real” project) and the result would look nicer with a magnification filter like this.
This question is not really interesting, i know, sorry for that.
And i didn’t find the adequate category for this topic
on a side note, when working with pixelized style games in the past, i found it very important to line up the graphics screen pixels to avoid aliasing … just a little tip i found to be very useful.
Mag filter is either bilinear or nearest. I am talking about other filters, like
The thing i am working on is not a minecraft like, more a pokemon like, so i would like to have this kind of magnification filter. I just don’t know if the magnification filter that exists in jme is backed by a GPU configuration (so hardware accelerated hard-coded etc.) or by a GPU “program” (so we can replace it with a “fancy” magnification filter).
The mag and min filters are built in to OpenGL. The control how the sampler behaves. If you want fancier filtering then you have to implement it yourself. I guess a lot of times this is done full screen depending on the filter.
In any case you need this as a post process.
Having pixelized textures won’t yeild the effect you are looking for. As @thetoucher said, you want the pixels screen aligned.
I’m not sure about the licencing of algorithms, a google search may help, I’m pretty sure most of them fall under public domain, since they are kind of a concpt. I wouldn’t worry to much about it at this stage of your project, just pick the one that best suites your needs, if you find the code floating around the net with no licence attached, you can be fairly safe to assume it will be free to use.
Code without a license defaults to the most restrictive copyright. All code has a copyright. The license is what gives the user more abilities.
The algorithm itself can’t be copyrighted, though. (and is probably not patented) Unwind how it works and implement your own version that is all your own code. Then you’re fine.
Thanks, thanks to all. I was working on something else today (a project to help a student) and i didn’t have time for that. I’ll investigate on all of this.