What Christopher said, but also be aware of some of the things that cause the image to get filtered in the first place.

The obvious one is scaling: if you render the image at a different size to it's original, the graphics card with stretch it and do the filtering. You can prevent that by setting the dimensions mode to 'real size', which forces the system to render it at exactly the same size as the original image. That might not be what you want though.

The other thing is pixel alignment - QC's units mean you can render your billboard at positions that are 'between pixels', and that will lead to fuzziness too. It took me ages to figure out that was what was causing fuzziness in some of my work. You can prevent that by ticking the 'pixel aligned' box on the billboard.

Chris


On 11 Nov 2008, at 03:20, Christopher Wright wrote:

When I feed the billboard an image with transparent pixels, it is performing some kind of anti-aliasing which causes "white fuzz" to appear where transparent pixels neighbor opaque pixels.

I'm not sure exactly what is responsible for the anti-aliasing, or exactly what mechanism is being used to perform the anti-aliasing, so I'm not sure how to turn it off.

That's called "Bilinear filtering" -- its the way the texture is sampled. Not multisampling/antialiasing (though similar).

Check out /Developer/Examples/Quartz Composer/Compositions/Core Image Filters/Nearest Neighbor Sampling.qtz -- that demonstrates how to disable bilinear filtering inside the composition. This should be what you're looking for.

--
[ christopher wright ]
[EMAIL PROTECTED]
http://kineme.net/

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