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Subject: 
Re: LDGLite (on OS X) and Bricksmith
Newsgroups: 
lugnet.cad.dev.mac
Date: 
Sat, 27 Aug 2005 20:26:48 GMT
Viewed: 
3294 times
  
In lugnet.cad.dev.mac, Don Heyse wrote:
   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.

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 it’s 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 don’t think this is too big a limitation.) Also, the UI won’t let you enter a size bigger than 9999 by 9999, but I’m pretty sure the command line will accept any size.

--Travis



Message is in Reply To:
  Re: LDGLite (on OS X) and Bricksmith
 
(...) 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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