layer.setScale() linear/nearest neightbour scaling? - scale

I'm using low resolution graphics and am aiming for the retro pixelated look. However, layer.setScale() seems to smooth the graphics when scaling up. And the function doesn't take any parameters.
Anyway to change the way scaling is done?
I'm not completely sure what the right terms are, but I use either "linear" or "nearest-neighbour" scaling to achieve the effect in other frameworks.

Playn Sample - How can I use Android res Folder as resources directory?
according to that link, you can use something like
graphics().ctx().setTextureFilter(GLContext.Filter.NEAREST, GLContext.Filter.NEAREST);

Related

Information Graphic

I am trying to create a interactive info graphic image like this. However, mapping through the coordination is not a promising solution. The resolution will be losing when scale these images.
So, is there any other tool or css animation could form the infographic, and make the data more visualise.
It will be ease if you use .svg images, they never lose resolution when scaling.

Making a website scale assets and CSS for 3 set resolutions

I am looking to make a website dynamically scale its assets (png/jpg) and output the appropriate css for three sets of resolutions: 540p, 720p, 1080p
Currently we have assets created for each resolution, so thats 3 sets maintained manually, ideally I want a Jenkins/hudson job to create the assets (by scaling from the highest resolution asset set, maybe use imagemagick commandline) and then generate CSS to make the resolution layout possible.
This is clearly not an old or unique problem, I am wondering what is the best approach to take for this?
The webpage is intended for low computing power embedded devices, which have limited capability, albeit HTML5 supporting. The solution has to be a server side creation of assets and CSS scaling as we cannot rely on the devices to be able to cope with much scaling.
Look forward to your thoughts and replies.
Cheers in advance.
Not a real solution, but rather a work-around which is working well and is easier to maintain:
Replace PNGs with SGVs. Take the highest resolution version and use something like http://vectormagic.com.
For JPGs take the highest resolution version, but compress it heavily and use something like ImageOptim. This works well for:
Browsers are nowadays very good at resizing higher resolution images to smaller ones.
Since the pixel density is so high if you are using the full size, the compression (artifacts) will be much less visible. And if your browser is scaling down, artifacts will be less visible because of the smoothing your browser applies.
File sizes will be bigger, but not much, since you can use a higher compression and it's getting more efficient with the image's size.
Reference: http://www.fngtps.com/2012/reasonable-ways-to-use-high-resolution-images-on-retina-displays/

How do you match up your webdesign to make it pixel perfect?

I often find myself in the need for matching up my webdesign to some reference-image. I used to use the PixelPerfect plugin for FireBug, to overlay an image on top of my design - however these days I mostly develop in Chrome, and there isn't a comparable tool to PixelPerfect.
My perfect tool would be some kind of HUD display that would overlay the entire screen, so I could use it disregarding whatever browser I'm currently working in.
How do you match up your webdesign to make it pixel perfect? Any tools and tips is highly appreciated.
How do you match up your webdesign to make it pixel perfect?
Don't, seriously.
There are so many devices and browsers and other factors that mean that, today more than ever, designs cannot be pixel perfect. To even try and make them so is going to cost a lot of time.
People don't compare websites between browsers so save yourself some valuable time and sanity!
A great way that I've seen done involves work on both ends, but it works nicely.
First, make sure that your designs fit a grid: repeating, same-sized columns with fixed width gutters. You can take that grid layer and turn it into a background image that you apply to your containers during development. That way, if anything doesn't line up with the grid, you'll see it immediately.
try online service like makiapp.com it just like pixelperfect for firebug.

How can I avoid quality problems due to 3D in Flash CS4?

I am currently using Flash CS4 to make some sprites. The sprite is completely vector based and should therefore have good quality. However, once I apply some 3D properties to anything, it becomes very aliased. Is there some quality setting I'm missing?
stage.quality = StageQuality.HIGH;
High quality is the default, but if it isn't with you for some reason, that line should and fix it. It might slow it down some though you know. Especially if you have a lot to anti-alias. (There's also a "best" quality which smooths non-static bitmaps if you want to try that.)

Flex / AS3 : Red Eye reduction

I was looking a component to reduce red eye effect on taken photos. Ive found an image Processing library, but it does not work well at all. I was thinking on brush an image, manually, and only paint if the base pixel color its red or near in RGB.
Have no time now to explain all the process, but i need help to get this idea, or to get a working comp
Thanks in advance!
If you are wishing to manipulate the pixels of an image/component then pixelbender would be a pretty good way to go.
Have a look at http://www.adobe.com/cfusion/exchange/index.cfm?event=productHome&exc=26 for downloadable examples.
These can be run using the toolkit found at http://labs.adobe.com/technologies/pixelbender/
Video tutorials on pixel bender can be found at http://www.gotoandlearn.com/
With this you could change just the required pixel colours to anything and it works with everything in flash (images, canvas, button's etc)

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