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author122.104.114.13 <d122-104-114-13.per9.wa.optusnet.com.au>2011-09-28 03:29:38 +0000
committer122.104.114.13 <d122-104-114-13.per9.wa.optusnet.com.au>2011-09-28 03:29:38 +0000
commitcf4f9604b82f919495fce4ab58909b0ca8bd997e (patch)
tree845c51927cfaf37d649181bb67c300a914b3dae3 /Games
parent61423088a358762dbc5080066a23b8c45a3982c8 (diff)
add more upscaling algorithms
Diffstat (limited to 'Games')
-rw-r--r--Games/Upstream.moin2
1 files changed, 1 insertions, 1 deletions
diff --git a/Games/Upstream.moin b/Games/Upstream.moin
index 636420f5..bb4ac7be 100644
--- a/Games/Upstream.moin
+++ b/Games/Upstream.moin
@@ -91,7 +91,7 @@ However, integer divisions of the native resolution are usually best, as they do
For example, the integer divisions of a 1920×1080 screen are 960×540, 640×360, 480×270, and so on.
Try to keep the aspect ratio of the native resolution, otherwise the image might be stretched out horizontally or vertically.
-If your game is made for a single, fixed resolution, then it might help to implement your own scalers, either by just duplicating pixels, or a suitable OpenGL shader, or an algorithm such as [[http://en.wikipedia.org/wiki/Hqx|hqx]]. This usually produces better results than the naive linear interpolation that most graphics cards and displays implement.
+If your game is made for a single, fixed resolution, then it might help to implement your own scalers, either by just duplicating pixels, or a suitable OpenGL shader, or an algorithm such as [[http://en.wikipedia.org/wiki/Hqx|hqx]], [[http://scale2x.sf.net|scale2x]] or [[http://research.microsoft.com/en-us/um/people/kopf/pixelart/index.html|advanced depixelisation]]. This usually produces better results than the naive linear interpolation that most graphics cards and displays implement.
== Documentation browser ==