Gentlemen, my hat is off to you. Thanks for such a fast and helpful response.

Adding in the Core Image Filter patch fixed the issue. Sidenote: I was puzzled to note that when rendering my original Billboard-only composition in Quartz Composer the same white fuzz did *not* appear on my mask image. In other words, rendering the exact same composition in Quartz Composer produced NO fuzz, while rendering it via QCRenderer in my app produced fuzz. And I was careful to make sure it was pixel aligned, real size, and no other transformations applied. A screen capture confirmed that both rendered images were lining up pixel-for- pixel in the final full screen layout, with the sole exception that one had fuzz and the other didn't. Weird. But now fixed.

Thanks!

Chris

On Nov 11, 2008, at 2:33 AM, Chris Wood wrote:

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.

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