AuthorTopic: Subpixel Experiments  (Read 13725 times)

Offline ptoing

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Re: Subpixel Experiments

Reply #20 on: October 18, 2007, 07:44:35 pm
Helm has a very good point actually.



All aa is approximisation.

The only difference there is is that subpixel aa as in for fonts on tft/lcd screens is that there is a bigger illusion of higher resolution, but then again outside of black and white this very specific technique is not usable much.
There are no ugly colours, only ugly combinations of colours.

Offline Joel

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Re: Subpixel Experiments

Reply #21 on: October 20, 2007, 02:08:21 am
Does sub pixel rendering make anyone else's eyes feel like they are bleeding?
On the other hand, I read that article and realised that it is a handy tool but a little too much to think about, especially if we can't edit these sort of things at a normal level of magnification, because for pixel pushers we need a 3x3 square to represent each pixel.

Offline baccaman21

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Re: Subpixel Experiments

Reply #22 on: October 20, 2007, 04:16:29 pm
Does sub pixel rendering make anyone else's eyes feel like they are bleeding?
On the other hand, I read that article and realised that it is a handy tool but a little too much to think about, especially if we can't edit these sort of things at a normal level of magnification, because for pixel pushers we need a 3x3 square to represent each pixel.

excuse me? come again... er what? sorry I'm confused...  ??? :huh:
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Offline Lawrence

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Re: Subpixel Experiments

Reply #23 on: November 05, 2007, 07:22:03 pm
The only difference there is is that subpixel aa as in for fonts on tft/lcd screens is that there is a bigger illusion of higher resolution, but then again outside of black and white this very specific technique is not usable much.

I disagree, it could be a deciding factor for aa colour choice at any time. Look close at this on an rgb LCD monitor without zooming:



Imagine the red circle is part of a piece with a limited palette and a person wanted to aa the edges and the only colour they could do it with was a blue. If they did that, they would get that awful looking mess of sub pixel artifacts on the right hand side. The same goes for the green blob in the same box, if a person doesn't think about subpixel aa, then this could happen without them realizing it (in fact I saw a piece on Pixel Joint not too long ago where this had happened and it stood out like a sore thumb.) Inversely, if the person factors in sub pixels into their choice of aa, then they will get aa which is arguably smoother than if a dark-green had been used, as seen in the green blob on the right.

« Last Edit: November 05, 2007, 07:25:23 pm by Lawrence »

Offline ptoing

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Re: Subpixel Experiments

Reply #24 on: November 05, 2007, 08:41:17 pm
That is very niche usage I have to say. Still somewhat true tho, but imo almost neglectable, as there are some bgr monitors as well as lots of lcds have slightly off colour phases anyway because they are cheap, and this can happen to a CRT as well. So this case much ado about nothing.
There are no ugly colours, only ugly combinations of colours.

Offline TrevoriuS

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Re: Subpixel Experiments

Reply #25 on: November 05, 2007, 08:45:17 pm
Its cool to stand out on a platform game demo though :P

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Re: Subpixel Experiments

Reply #26 on: January 21, 2010, 04:13:18 pm
Does sub pixel rendering make anyone else's eyes feel like they are bleeding?
On the other hand, I read that article and realised that it is a handy tool but a little too much to think about, especially if we can't edit these sort of things at a normal level of magnification, because for pixel pushers we need a 3x3 square to represent each pixel.

Sorry about bumping this old topic. but i wanted to check out a little thing...

IF IT DOESN'T EXIST YET...
Do you think it'd be valuable to have a GFX tool able to switch between SubPixel and Pixel paint modes?
I want this info because maybe it can be added to my 2010 todo list.

If bumping this thread was a bad idea, please just close it. Ty.