Orchid XP v8 <voi### [at] devnull> wrote:
> The assignment was basically to implement Bresenham's Algorithm,
> optionally *with* antialiasing for extra marks.
IIRC the algorithm in question can be used to roughly *approximate*
antialiasing of the line, but it's not mathematically accurate.
Drawing an accurate antialiased line (of certain width) is not a trivial
problem. Basically for each pixel you need to calculate how much of it is
covered by the line. Doing this accurately with integer math only can be
complicated.
--
- Warp
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