#154372 - ingramb - Tue Apr 15, 2008 8:58 am
I have a scaled tile background that I want to antialias. I think I've seen references to a technique that emulators have used that involves adding a second background with the same image, and offsetting it slightly.
So I have 2 tile backgrounds on top of a 3d background. I want to blend the tile backgrounds together, and then have that on top of the 3d background. I can't seem to get the blend settings right.
I've tried:
BLEND_CR = BLEND_ALPHA | BLEND_SRC_BG2 | BLEND_SRC_BG3 BLEND_DST_BG0;
BLEND_AB = (8 << 0) | (16 << 8);
BG0_CR = BG_PRIORITY_1... //3d background
BG2_CR = BG_PRIORITY_0... //blended tiles
BG3_CR = BG_PRIORITY_0... //blended tiles
This doesn't work. I am not understanding how the blending hardware works. Help?
[EDIT]
Background 2 and 3 use different extended palette slots implicitly. That was my blending problem. So it kind of works now. What is the most effective way to do the antialiasing?
So I have 2 tile backgrounds on top of a 3d background. I want to blend the tile backgrounds together, and then have that on top of the 3d background. I can't seem to get the blend settings right.
I've tried:
BLEND_CR = BLEND_ALPHA | BLEND_SRC_BG2 | BLEND_SRC_BG3 BLEND_DST_BG0;
BLEND_AB = (8 << 0) | (16 << 8);
BG0_CR = BG_PRIORITY_1... //3d background
BG2_CR = BG_PRIORITY_0... //blended tiles
BG3_CR = BG_PRIORITY_0... //blended tiles
This doesn't work. I am not understanding how the blending hardware works. Help?
[EDIT]
Background 2 and 3 use different extended palette slots implicitly. That was my blending problem. So it kind of works now. What is the most effective way to do the antialiasing?