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Oct 3, 2014 at 6:03 comment added msell There are several post-process antialiasing techniques that are used in modern games. See gamedev.stackexchange.com/questions/18777/…
Oct 3, 2014 at 3:07 comment added tp1 good plan is to render to (larger) bitmap, and then blit to screen and use multiple pixels of large bitmap to generate single pixel on output bitmap.
Oct 2, 2014 at 23:05 answer added Peter Ritchie timeline score: 1
Sep 25, 2014 at 4:49 comment added J Trana Ok, oddball comment here: is WPF an option? And no, I don't mean the XAML, bindings, etc. but more the lower-level render context. I think you may find it's richer composition model (built on milcore+DirectX vs. GDI) a better fit depending on your application...
Sep 23, 2014 at 12:48 history edited andlabs CC BY-SA 3.0
more specifics; probably walking in stackoverflow territory but
Sep 23, 2014 at 1:34 comment added andlabs Well I tried a few convolution matrices but I can't seem to get an effect other than blurring everything (including horizontal/vertical lines), which I don't want :S
Sep 22, 2014 at 18:55 comment added OldCurmudgeon Whatever applies best to your problem space - try here for some more general ideas.
Sep 22, 2014 at 17:50 comment added andlabs So wait, for this, would I take the average of each component value in the eight surrounding pixels and the pixel at (x,y) as the convolved value? Should I only do this for transparent pixels?
Sep 22, 2014 at 16:31 comment added OldCurmudgeon You may be looking for a Convolution - by far the easiest way to implement anti-aliasing.
Sep 22, 2014 at 16:30 history edited gnat CC BY-SA 3.0
personal and meta stuff removed
Sep 22, 2014 at 16:28 history asked andlabs CC BY-SA 3.0