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Anti-aliasing introducing additional colours into Viewport Renders. #2138
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Could you provide some image examples for your issue? |
Here’s a PNG created from a render. If you view the image and then use a colour picker you’ll see that at the edges of the sphere it is rendered with colours that have R and G content. The triangles were all coloured with Blue colour graduation (224 triangles).
The colouration was done with the VertexColorMaterial and each vertex of the collection of triangles was coloured with varying blue content keycolors.
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Subject: Re: [helix-toolkit/helix-toolkit] Anti-aliasing introducing additional colours into Viewport Renders. (Issue #2138)
Could you provide some image examples for your issue?
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Couldn't see the images. You probably have to turn off the anti aliasing during exporting if you need precise pixel colors. |
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I'm using HelixToolkit.Wpf.SharpDX to draw some colour-keyed triangles to a Viewport3DX and then rendering the scene to determine which triangles are visible. I render the Viewport3DX to a bitmap source using
BitmapSource B = ViewPort3DX.RenderBitmap(Cols, Rows);
and then look at the colours of the pixels in the rendered scene to determine the index of the visible triangle.
The problem is the anti-aliasing and rendering introduces colours which weren't in my original scene and not in my mapping. How can I render to a bitmap which retains my original colour content without introducing additional colors to the bitmap? I've tried numerous switches on the ViewPort3DX but not having any luck. (AmbientLight3D in the Viewpoer is Color='White';)
Thanks for your help
Best regards
Ian
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