From the original SynthMaker forum (2004–2014), with its members’ names and dates.
zippoflash ·
Hi guys,
I made a nice gui in photoshop and I was about to slice it up and import the pieces and animations into SM and since this is an accurate pixel work, I need everything to look exacly as in photoshop. But when I brought some stuff into SM it has blurred my edges, and even though the zoom was on 100% and the alignment is a full pixel (that is 54 and not 54.67 or something).
I have attacked an osm, and the red large brick is messed up, and if you animate it (its a knob), the white lines are even worse. Whats causing this? Is there a fix?
sunsynth ·
Damn i get old...
i don't remember correctly if it's an SM bug or u only need a strip witch has a multiple size of 8...???!!!
So try a width of 24 in PS and try it again!
...and then post this original bitmap strip 4 testing if it's not working 4U
P.S: The white lines are a wrong transparency?! Try export as PNG with trans...
rl ·
I think it's float digit rounding issue, zippoflash. If you go into the "Control" submodule and replace the area calculation (connected to the Bitmap Area) with the real measures of the bitmap (height, width/4) it displays ok.
zippoflash ·
thank you rl for the tip, I wish I could figure out what you mean but in low level modules I dont understand so much. Can you circle in exacly what I should change?
oddson ·
I was hoping this was something the 'Smooth' primitive could fix. Hook one up in the V inheritance and set it to 'False' but it doesn't work.
Dj-Grobe ·
I dot know if related, but sometimes some images on my projects just apaer demaged in absolutly random way.
I have to check if this continue on the last version.
DigitalWhiteByte ·
rl wrote: I think it's float digit rounding issue, zippoflash. If you go into the "Control" submodule and replace the area calculation (connected to the Bitmap Area) with the real measures of the bitmap (height, width/4) it displays ok.
See inside the module.
This is the best result, without knowing the measures of the graphics you're using.
malc ·
It's the automatic centering in the knob module that's causing this effect.
Your red rectangle is 25 pixels wide. However, the knob module resizes in multiples of 8 pixels. So whatever size you make the knob module your rectangle will have an x-position of some multiple of 4 minus 25/2 which will never land exactly on a pixel. The sub pixel rendering will therefore blur the edges to make it appear to do so and that's why it looks the way it does.
Fear not though as to get the result you want is very easy. Naivigate down through the knob sub modules to Knob\Interaction\Knob\Center. Between the Float Mult and Translate primitives insert a Grid to Pixel linked to an Int component linked to a Pixel to Grid. That will convert to pixels, round to the nearest int and convert back to grid coords before doing the translate. Your red rectangle should now be centered to the nearest pixel.
zippoflash ·
Thanx guys for the tips. Malc, that worked perfect! thanx! Now its exacly how I want it. One last thing though, when I have a slider, and I set its sensivity to say 0.3, it also blurs in some positions, and it seems it wants to interpolate when the slider position is in "between" pixels. Can I use this same grid to pixel tecnique to make it snap to the nearest pixel instead of being blurred?
aliasant ·
zippoflash wrote: Thanx guys for the tips. Malc, that worked perfect! thanx! Now its exacly how I want it. One last thing though, when I have a slider, and I set its sensivity to say 0.3, it also blurs in some positions, and it seems it wants to interpolate when the slider position is in "between" pixels. Can I use this same grid to pixel tecnique to make it snap to the nearest pixel instead of being blurred?
Yes. You can use the same tech.
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