Bilinear graphics option


Problems running or configuring the software, commands & options, compiling, different platforms, using the interface, documentation, etc.

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Lair Larrikin

Posts: 23

Joined: Thursday, 23rd June 2011, 15:14

Post Wednesday, 25th October 2017, 06:25

Bilinear graphics option

Problem

The tiles in crawl can be quite small and hard to see, especially with higher resolution monitors, or small screens. The solution offered to fix this seems to be the "tile_cell_pixels" command, but this option makes the graphics look crazy when not kept at the default size.

Steps to replicate

• Open init.txt in your settings folder
• Type this in a line: tile_cell_pixels = 48
• Run the game to see the tiles at 150% their normal size

Observation

Notice the strange patterns on the items, the corpse, the player. It looks jagged!
Image

Expected Result

It would be nice if it applied bilinear scaling, rather than nearest neighbour, to provide a more pleasing appearance. Here is a mockup using bilinear scaling with a graphics program:
Image

This is not part of the request, but just to show that there are other nice scaling algorithms that look quite nice. This example from http://waifu2x.udp.jp/
Image

Another one for fun, so smooth and crisp even when scaled up!
Image

Slime Squisher

Posts: 368

Joined: Thursday, 11th April 2013, 21:07

Post Wednesday, 25th October 2017, 15:11

Re: Bilinear graphics option

There is already an option to enable bilinear filtering in DCSS, add this line to your rcfile:

tile_filter_scaling = true

I agree that it would be neat to get something like HQ2X/HQ4X available, though.

For this message the author Implojin has received thanks: 2
alastair, chequers
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Lair Larrikin

Posts: 23

Joined: Thursday, 23rd June 2011, 15:14

Post Thursday, 26th October 2017, 00:00

Re: Bilinear graphics option

oh thank you! Yeah it would be amazing to have those options too, if they're possible to do in the engine.

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