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vtfpp: distancealpha 2.0 - #154
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craftablescience merged 8 commits intoOct 25, 2026
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this was already no-op because the distance always got clipped at the end anyway WHOOPS LOL
oof ow owie ow. ok so: - vector distance was just straight up wrong due to a typo - atan2 had backwards args (certified hood classic) - quantum divisor was off by one so it wasn't even diffusing the right amount of error - cutesy clever coord flipping wasn't quiiiiite there (projecting westward was still possible) - saved angle wasn't even the one corresponding to the distance hit wew. previous impl seemed to correct things from a visual inspection of certain test textures, so i just assumed it was doing its job, but now it's really cookin. much more noticeable impact on low-frequency error with big simple shapes. yippee!!!
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Holy shit, awesome, thanks! |
craftablescience
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Oct 25, 2026
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i leave the particulars of updating language binding docs about the two flags to you, as you've done before, but i've put in a maretf pr that i think says everything it needs to, when maretf gets this sourcepp revision |
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hoo whee. ok so:
--distance-reduce 4 --distance-spread 2of a half-res antialiased shape, @ 8x bilinear:--distance-reduce 16 --distance-spread 4still go basically as fast as plain when you turn on aa, and are noticeably higher quality than default