Subject:
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Re: LDGLite (on OS X) and Bricksmith
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Newsgroups:
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lugnet.cad.dev.mac
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Date:
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Sat, 27 Aug 2005 20:26:48 GMT
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Viewed:
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3294 times
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In lugnet.cad.dev.mac, Don Heyse wrote:
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Should be pretty close, they share the same codebase. However I think
some opengl implementations may limit your canvas to a bit less than
infinite for ldglite. I think you get pretty good antialiasing just by
scaling by 2 or 3. Here are some example scripts using netpbm to rescale
the output images.
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If you ever get ambitious, LDView has automatic tiling support built in to
generate images of arbitrary size. You can take a look at my tiling code
(although its pretty spread out, which might make it difficult to track down
all of it).
Actually, LDView is limited by available memory; I do keep a copy of the full
uncompressed image in memory. (Given that image programs will almost certainly
do the same, I dont think this is too big a limitation.) Also, the UI wont
let you enter a size bigger than 9999 by 9999, but Im pretty sure the command
line will accept any size.
--Travis
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Message is in Reply To:
| | Re: LDGLite (on OS X) and Bricksmith
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| (...) Should be pretty close, they share the same codebase. However I think some opengl implementations may limit your canvas to a bit less than infinite for ldglite. I think you get pretty good antialiasing just by scaling by 2 or 3. Here are some (...) (19 years ago, 27-Aug-05, to lugnet.cad.dev.mac, FTX)
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