I really can't follow the reservations here and I have the impression there's still a lot of confusion and mis-understanding present. It reads like
Simple scaling is "wrong" and making up pixels and putting them in different places is "right".
In this posting I try to sum up comments and answers from other developers with their consent in a paraphrased way from a recent conversation.
Ben_Robbins_ wrote:Hi, I have been sent this way, and very quickly read over the last 2 pages, so here's a quick comment.
I am extremely happy at the progress of the 32bpp code wise, however I have to agree with the artists consensus that the stepped edging is somewhat stepping back in time.
Like you say here, people seem to assume that the graphics quality degrades depending on where the ground tiles are segmented. It has no influence on the possible
detail level whatsoever. It only has an influence on which pixel belongs to which (ground) tile. These graphics have been created in about seven years without
ever getting anywhere glitch free. Thus maybe it's time for those who know the underlying logic of the game to make a decision instead:
Q: Can we zoom ground sprites in world coordinates to allow smoother edges?
A: No, because currently we scale all sprites by repeating every pixel in screen coordinates. If we zoom them along world coordinates then we'd need to do that
everywhere also with buildings. But it will fail if newgrf authors use groundsprites with a bounding box (like isr). So, it cannot be fixed with different zooming.
Q: Can it be fixed by letting the groundtiles overlap more i.e. overlap them by 4 pixels?
A: No, it most probably will fail with the continuation of railtracks. Diagonal tracks would miss neighboured straight track depending on the overlap order.
Further, I do not know how that would turn out with foundations, someone (tm) would have to try it
Q: How do you put eg a border right at the edge of a sprite? (eg a wall around an industry)? always have a few grass pixels between the edge of the
sprite and the wall?
A: Having a small distance (less than a pixel in normal zoom) to the bordering tile of one, two pixels in the 4x zoom doesn't hurt either for 1-tile buildings.
For a building sprite directly on the border one might go for a smoother curve there; but it means accepting that sometimes the other ground tile is drawn over
its lowest pixels at at close zoom-in. But I'd definitely not do it for the ground tile for the reasons given above.
If one is really adamant about pixels, maybe we should drop all zooming in and zooming out as that will lose pixels in some case
Given that for the current 'normal' zoom there is a full set of graphics there is no other option than to drop support for loading
graphics with a higher or lower zoom in level than that.