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  1. The executable is not for Paint.NET. It can be used without Paint.NET to resize images from the command line or by using the built-in GUI.
  2. OK guys, from Version r25b on, it will be under Tools. I just released it.
  3. I finally packed my image filtering library into a Paint.NET Plugin which can be downloaded here: 2dImageFilter-r133.dll https://hawkynt.github.io/2dimagefilter/ Find these filters in Effects > Tools > 2D Image Filter This library contains all of the standard algorithms used in various emulators (like VirtualGB, Mame, DOSBox, SNES9x, ZSNES to name some of them). I adapted them to be used not only on pixel graphics by giving them the ability to identify pixels that are alike and not exactly the same color. They will interpolate on matches to give s
  4. OK we'll do that when we got this XBr working as expected. Hyllian, I tracked your 3x differencies back in code, thanks for the standalone version. Without it I wouldn't been able to find the differencies. It's like I assumed earlier: You changed your filter code over time so this is the difference in 3x FILTRO: #if ORIGINAL_IMPL if ((e < i) && (!_IsEqual(pf, pb) && !_IsEqual(ph, pd) || _IsEqual(pe, pi) && (!_IsEqual(pf, i4) && !_IsEqual(ph, i5)) || _IsEqual(pe, pg) || _IsEqual(pe, pc))) { #else if ((e < i) && (!_IsEqual(pf, pb) &am
  5. Isn't it already publicy available ? I mean everyone can download it already.
  6. Could you please send me the source code from your standalone app to compare sources ?
  7. OK could you tell me which weights you use for blending ? formula is c=(a*n+b*m)/(n+m) Just need to know the values n and m for each blend case to fix that. Your code was optimized so I thought these were yours (could you pls confirm?): 32W 7:1 64W 3:1 128W 1:1 192W 1:3 224W 1:7
  8. But in the 3x version everything is done without interpolation ....
  9. I used PaintDotNet to find the differencies in our results. Hope this helps to identify which conditions in source could be different from yours. 2x->ref 3x(NoBlend)->ref 4x->ref
  10. You mean 3x, right ? Because I can not see any differencies in 4x's cross down right. The alpha blend was modified with the code you gave me when we talked about performance hacks. From this time on, I realized what you were doing and simply used methods I already had. It seems to me that the kernel code is affected and switches wrong. Or it does not combine the right pixels. Btw: This is Sonic from the SEGA console systems: And I'm from germany/berlin
  11. The white block is his belly button and the green one on his nose is just the nostril from the other side *just kidding* But still it looks good. So what do we want to do with the 2x checkerboard glitch ? The accuracy of your filter is really good, I agree, but the most important: you forgot Sonic in your test image Your filter has the widest matrix for it's kernel from all algo's I implemented, so it could be theoretically possible to detect circles not only lines. This is why I'm using the other test-pattern. It has straight lines, 90° corners, 45° lines, 22.5° lines which form a circle
  12. XBR3x XBR3x(NoBlend) PS:You could also resize the image on your own with the executable from here 2dimagefilter@googlecode.
  13. Yeah but these Jaggies may look nice sometimes depending on image material and resolution (like with every filter of course). I also like the 3x version more than your original because it renders sharper 90° edges. Looking forward to see where the bug in the 2x implementation is PS: The implementation for these is is sPixel.cs, they're mathematically equal to yours and were also used in Hqnx filters and all the others I upgraded.
  14. OK I released the next version. I reverse engineered how your version without blending works and added three more filters to the library which are basically yours without blending. Xbr2x(NoBlend) Xbr3x(NoBlend) Xbr4x(NoBlend)
  15. Left is my result, right is the reference image you provided. XBR2x (Checkerboards do not match with yours, as well as 2*2 pixel blocks) XBR3x (Your reference image did not have any interpolated pixels, poss. wrong ref. image ?) XBR4x (this seems to be identical with your version) The biggest difference here I see in the 2x/3x is at the checkboard texture. Don't know why this happens (yet)
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