I did try that in case it was that Windows was defaulting to the low quality (docs say that default is medium).
Those screen shots are with that call being made to set to high on Windows (on macOS it’s the default).
Additionally if I understood the docs correctly, the change between medium and high would only make a difference when upscaling, these are all downscaled images.
Yeah, if you’re using the software renderer on Windows then the image rescaling is designed to be fast rather than pretty, I’m afraid. It may or may not look better if you use the GL renderer - in that case the result will depend on how the GL driver resamples. On OSX the CoreGraphics image rescaling is quite good.
But given the example image you posted, you really shouldn’t be using bitmaps for that! It’s a perfect example of something that would work much better as vector graphics.
Yeah, I’m sure it would, but I don’t have the skills to create vector graphics, Photoshop is waaaay easier for me I guess in 10 years time I’ll be there
AVIR is a high quality image resizing algorithm you can use, and then it’ll be the same on both platforms: https://github.com/avaneev/avir Uses SSE so it’s decently quick.
Awesome, I should have paid a bit more attention as used the HSL adjustment code from your library (properly credited of course!) already in my plugins, I suppose I would also need to add the AVIR notice too? (license stuff I find a little bit confusing)
I’ve noticed with the latest versions of XCode that there are missing intrinsics for the ARM target, does anyone have an idea how to solve this problem? My solution thus far is to not include AVIR in Mac builds and only use it for scaling images for Windows and Linux.
@RolandMR - Thanks for this! gin::applyResize() really fixes some scaling issues with some icons in my Windows version. But adding the modules ‘gin’ and ‘gin_gui’ to my app project causes the size of the app to increase by 11mb, just to use that one function… I guess that’s to be expected?