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Author Topic: These days, using point-filter to blow up pixels  (Read 4414 times)

fattie

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These days, using point-filter to blow up pixels
« on: January 28, 2016, 04:50:22 pm »
We have a project with "pixel-looking" images.

So, a 10x10 pixel png, when enlarged say 100 times, I just want each 100x100 block in the result to be a pure color ... so pure "point-filter" enlargement.

Indeed, Unity used to handle this very badly going back a couple years - it basically didn't work, it would "helpfully" smudge the enlargements.

Does anyone have any current experience with this?  Does "true" pixel-wise enlargement work well these days?  in the TK-Unity pipeline.

Thanks!

fattie

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Re: These days, using point-filter to blow up pixels
« Reply #1 on: February 02, 2016, 01:44:18 pm »
We found this now works BEAUTIFULLY in TK/Unity.  Good one.

unikronsoftware

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Re: These days, using point-filter to blow up pixels
« Reply #2 on: February 02, 2016, 10:33:07 pm »
Hey fattie - haven't spoken in a long time!

This should work fine in 2D Toolkit using point filtering. The alternative is to render into a fixed size render target and then blowing that up - the advantage of that solution is you never get blown up texels that are clipped by 1 screen pixel, but it is a bit more work to set up and not as efficient.

fattie

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Re: These days, using point-filter to blow up pixels
« Reply #3 on: February 02, 2016, 10:50:04 pm »
Right, as I mention above these days it works beautifully in TK !

Yes, the advantage is enormous texture size saving - it's normal to blow up "pixel-art" these days to 16x or more physical pixels

Cheers!