[1:06:27][@garlandobloom][Q: how would you do smooth subpixel rendering for something like pixel art graphics, that doesn't blur but still moves smoothly]
[1:06:59][Blackboard: Doing smooth subpixel rendering for pixel art graphics]
[1:12:09][@ttbjm][couldn't you use the rounding +0.5 and truncate to not sample outside the edges of the texture?]
[1:13:31][@allaizn][why are you still adding 0.5f to tX and tY?]
[1:13:48][@pseudonym73][Is it any faster if you just test the domain of (u,v) instead of testing edges?]
[1:15:57][@ssx1][Is rendering on the cpu different in comparison to rendering on a gpu codewise?]
[1:17:19][@digitaldomovoi][Are there performance benefits for using a quad as primitive over triangles in a software renderer like this?]
[1:18:59][@cubercaleb][why do the edges of the tree look like they are feathered?]
[1:19:54][@guit4rfreak][Will the different renderers be in the platform layer?]
[1:20:19][@log_2][I saw a great video on youtube called 'Computer Color is Broken' from minutephysics that talks about how blending colours is usually incorrectly done. Without relying on 3rd party libraries, you have an opportunity to do it correctly.]
[1:22:21][@miblo][Remember when you introduced RenderGroup the other week? Is this subpixel rendering lerp one of the things that will go in the RenderGroup?]