Hi. I've got mixed results for now. Here's a tentative:Sp00kyFox wrote:hey hillian,
just wanted to ask if you're still looking into it. I guess an interpolated pixel of the result image is a weighted sum of colors of the original in your algorithm.
can't you just check if one of the components is transparent and then set the result to transparent?
the other idea would be to remove the transparent term in the sum and rescale the weights so that it only consists of non-transparent colors.
https://anonfiles.com/file/968ace51f06f ... 7304996b03
It works like this: first convert your png file to 32bits. Choose the color to have alpha (any value different of 255). The rest of the sprite must have alpha = 255.
In this zip I made three execs: 2xBR-t, 4xBR-t and 2xBRh-v2-t. It doesn't touch transparencies, though they're not so accurate as the 3xBR I've used.
Usage:
2xBR-t <input 32bit png> <output png>
4xBR-t <input 32bit png> <output png>
2xBRh-v2-t <input 32bit png> <output png>
Now you don't need the 2 12 args.
Sorry, I hadn't time to make only one exec. So, there's one exec for each filter.
PS: I didn't have time to make a hybrid-v1 version yet.