Scaling: Difference between revisions

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|'''Bilinear''' (Smooth)
|'''Bilinear''' (Smooth)
|This linear filtering method uses color data from the pixels in a nearest-neighbor texture, and combines multiple bits of color data in order to replace some of the pixels with an averaged-out version of the colors, so that the colors gradually switch rather than jump to a new color.
|This spatial interpolation method samples the four nearest pixels surrounding a projected coordinate and calculates a weighted average of their values. By mathematically blending the data from the source framebuffer, it creates a smooth transition between samples, effectively eliminating the "staircase" effect (aliasing) seen in lower resolutions. This results in a continuous output signal that avoids the sharp, blocky transitions of nearest-neighbor upscaling.
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*Looks better than nearest neighbor for 3D games.
*Looks better than nearest neighbor for 3D games.