Scaling: Difference between revisions
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|'''Bilinear''' (Smooth) | |'''Bilinear''' (Smooth) | ||
|This | |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. | ||