Antialiasing on Spine
Hello!
I discovered this on kickstarter recently. This is exactly the software a friend of mine and I needed to do some games for different platforms, much better than spriter wich is what we were going to use but I have some trouble using it as we are currently working with low resolution retro-style sprites.
The main problem I have while using spine is the lack of a way to disable the antialiasing applied to each object, that makes calculating distances in pixels really hard when using low resolution sprites. Is there any way to turn the filtering off? will there be any way of doing this in the future?
Thank you very much for your great work!
We've added it to our list, it should be a relatively simple feature to implement. We will be adding a settings dialog, and it will be placed there. Can't give you an exact time on when it will be implemented, but we will try to keep you updated.
Thanks a lot for the information. This software is definitively what we needed then, can't wait to see how this project evolves!
Thanks again for your work, and keep it up!
Just posting to say that I'm also interested in an option to disable anti-aliasing.
Better yet, it would be great if it were possible to "snap" to a pixel grid, at least for translations. That way the original artwork would remain unchanged while still allowing for certain types of animation.
Thinking at first my hopes were in the dust, today I noticed the Settings options was actually there, and that
Disabling Linear Filtering will remove the anti-aliasing. :whew:
:wait: But beware, your images can have coordinates in-between pixels, so it will look different until you actually render it :bang:
Boy, A snap to pixel grid, or view in actual pixels option sure would be nice :think:
That way people working on hands with fingers in that are 5x2 resolution could preview how they look when rendered. :clap:
A sigh of relief either way, for now, and this fix is greatly appreciated, whenever it was done. Thank you Nathan. :beer:
(Thanks not to posting about it :smoke: )
Now get on the actual pixels view toggle! :sun: :handshake: :sun: ... :wonder:
Snapping to pixels doesn't make much sense for skeletal animation. As soon as you rotate at all, you are no longer aligned to screen pixels and you will get filtering, no way around it really.