Should antialiased graphics methods work in Banglejs2? #1583
Replies: 4 comments
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Posted at 2021-11-25 by @gfwilliams Yes, right now antialiased drawing isn't in Bangle.js 2 but there's actually not much reason for the omission. I'll add it in so it'll be in the 2v11 firmware. However it's not going to be much use on Bangle.js 2 anyway because the screen itself is only 3 bit, so you only get on/off. While there's dithering I think the end effect of that will probably look worse than non-antialiased lines |
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Posted at 2021-11-25 by rigrig If it does look worse, wouldn't it be better to leave it out?
And if you end up writing this
You wonder why the Bangle.js 2 even implements AA functions. I guess you could just make it so |
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Posted at 2021-11-29 by @gfwilliams Well, I was thinking that, but actually there are cases where AA might be useful... Like maybe you render to a 16bpp offscreen buffer and half-res and render it pixel-doubled. Then you get antialiasing. I'd argue that actually |
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Posted at 2021-11-29 by rigrig Oh right, that would be a valid use. |
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Posted at 2021-11-24 by myownself
I decided to have a go at writing something for the Bangle2 (at least, for the emulator until they go on sale properly). I started with the tutorial and ended up creating a very basic analogue clockface.
The docs for the graphics API say for the AA versions of methods:
but it isn't clear whether this should include Bangle.js 2, or just the original. The methods don't work in the Bangle 2 emulator. My guess is that they aren't intended to (it is a different screen, lower res, fewer colours, etc), but in that case maybe the docs should be more explicit about Bangles now there are two of them?
Working non-antialiased clock just in case anyone is interested:
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