![]() ![]() The algorithm first scales the image to 8 times its original size with a modified Scale2× algorithm which treats similar (rather than identical) pixels as matches. It produces far fewer artifacts than nearest-neighbor rotation algorithms, and like EPX, it does not introduce new colors into the image (unlike most interpolation systems). RotSprite is a scaling and rotation algorithm for sprites developed by Xenowhirl. Here is an example of a sprite in the original size, upscaled by factor 3 without interpolation and then rotated by 30° with linear interpolation: But that's usually still just a lazy substitute which doesn't reach the quality you can reach with manual work. To avoid your sprites from getting blurred while in original orientation, always ensure that the drawing position is rounded to the nearest integer (some graphic engines/frameworks/libraries allow you to draw sprites on floating-point coordinates which often results in blurring). If you use a faux-retro look where your sprites are actually in a far higher resolution than they look, you can sometimes get away with upscaling them by an integer factor without interpolation in your graphic editor and then rotating them in linear interpolation at runtime. If you want to maintain the pixel-art aesthetics you usually won't get around redrawing your art in each angle. (*) At least in Gimp, you can try to use "Interpolation: None" (which is actually a "nearest neighbor") in tools that require interpolation.Automatic rotation of pixel art by other angles than 90° usually goes wrong. If this is important to you then look for other software (try Krita). I don't know PS, but I suspect that when you rotate a layer, PS keeps a copy of the initial layer, so if you rotate it again, it computes the compound rotation and rotates the initial layer again, so your final layer is always the result of a single rotation, instead of being the result of an accumulation of rotations as in Gimp. Gimp doesn't do (yet) non-destructive editing like PS. The algorithms in Gimp are no worse than in other editors and you should normally use NoHalo/LoHalo. In the past you had to make a trade-off between interpolation quality and processing time, but on modern processors the best algorithms can be used all the time. And there are not that many algorithms for interpolation. So the value of this pixel in the result is interpolated using the pixels around its fractional position in the initial image(*).Īll image editors do this. ![]() When you rotate an image by an arbitrary angle, a position at integer coordinates is moved to a position at fractional coordinates, and like wise, the pixel at integer coordinates in the result doesn't correspond to a pixel at integer coordinates at the initial image iIn the initial image, its position would have fractional pixel values. r/FreeCAD FOSS Parametrical CAD/CAM /r/scribus Desktop Publishing Darktable FOSS tool for photographers r/gmic FOSS image processing framework /r/inkscape Vector-based graphic editor /r/blender 3D modeling, animation, & rendering /r/mypaint painting for digital painters /r/darktable/ photo editing software /r/krita digital painting application /r/synfig FOSS 2D Animation /r/FOSSPhotography Folks who use all the above /r/libredesign changing the paradigm Other Links of Interest Outreach through well written tutorials, presentation etc. ![]()
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