Back to Blog
Super mario xp6/12/2023 The attached screenshot compares the Mario sprite as blitted by default (left) and blitted with HALFTONE mode (right). In this case, the best that GDI could do (and does!) is try to approximate the interpolation through dithering, and in effect it is exactly what it does, though the effect is not so evident at the naked eye. It is evident that if you must operate with a 256 color palette, every interpolation operation to produce intermediate colors will (likely) be impossible (you should find a color with 65536 different values in a 256 color palette). This means that in the middle of this operation it will be possible to transform the bitmap in memory at will.īut now the reason why it will be impossible to apply bilinear filtering to the small blit operations: the fact is that these operations are made using 8bit palettized bitmaps. I finally got a working procedure that emulates the GDI StretchBlt call but extracts and reinjects the DC bitmap into the blitted DC. Exciting news on the GDI front, though (I'll explain why) Mario probably won't have big benefits.
0 Comments
Read More
Leave a Reply. |