To this end, I have written a small C library for the sole purpose of generating the Delaunay triangulation of a colour palette and using the resulting structure to perform barycentric interpolation as well as natural neighbour interpolation for use in colour image dithering. The library and source code is available for free on Github. I’ve included an additional write up that goes into a bit more detail on the implementation and also provides some performance and quality comparisons against other algorithms. Support would be greatly appreciated!
That gives me the math for the title of this post. Each test user had a playfield with ~2,200 characters, and each character contains 2 pixels. The game runs at 10 FPS. 2500 * 2200 * 2 * 10 is a little over 100 million! Maybe that’s not a fair measurement, but it’s the one I chose.
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