From 9faf8d2d2ee29bf049de75a3a7631c942850d90b Mon Sep 17 00:00:00 2001 From: synth-ruiner Date: Sun, 24 Dec 2017 11:16:26 +0000 Subject: [PATCH] edge weighting? --- readme.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/readme.md b/readme.md index 935eb88..352fd84 100644 --- a/readme.md +++ b/readme.md @@ -59,4 +59,5 @@ if (src.match(/^(file|https)?:\/\/|^\/\//)) { * add a 'smoothing' stage to remove errant pixels * allow user to add palettes to game data * allow user to draw to canvas -* do a 'branching tree' approach to finding the closest tile? i.e. create a 1x1, 2x2, 4x4 version of each tile, so all the broadly darker tiles will sit under '0' and lighter tiles under '1', then tiles that are lighter at the top will sit under '1100', etc... I'm not sure how much more effective this will be or whatever it will give better/faster results but it's worth a try \ No newline at end of file +* do a 'branching tree' approach to finding the closest tile? i.e. create a 1x1, 2x2, 4x4 version of each tile, so all the broadly darker tiles will sit under '0' and lighter tiles under '1', then tiles that are lighter at the top will sit under '1100', etc... I'm not sure how much more effective this will be or whatever it will give better/faster results but it's worth a try +* give heavier weighting to edge pixels when finding a matching tile? (thanks Mark)