edge weighting?

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synth-ruiner 2017-12-24 11:16:26 +00:00
parent 44c5f40eb0
commit 9faf8d2d2e
1 changed files with 2 additions and 1 deletions

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@ -59,4 +59,5 @@ if (src.match(/^(file|https)?:\/\/|^\/\//)) {
* add a 'smoothing' stage to remove errant pixels * add a 'smoothing' stage to remove errant pixels
* allow user to add palettes to game data * allow user to add palettes to game data
* allow user to draw to canvas * 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 * 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)