Do you mean as part of PyLNP when the person selects a graphic set? or do you mean as a substitute to DF linear interpolation when people zoom in and out? The first one should not be too difficult, the second one would be insanely awesome. Do we have access to DF renderer module?
The first. The second would need active contribution (and/or partial open-sourcing) from Toady, which he declared he doesn't want.
We have access to the renderer, the one you already linked to (Baughn). Unfortunately it doesn't help much, we can't replace it with a newer one on win/osx, but I heard it's possible to replace it linux.
Yes I saw it too! I actually inteded to use xBRZ, but right now I'm quite busy with work so in the end went for a quick resize with Weifu2x (which already has an online tool).
I'm not sure how I feel after playing around with arclance's hqx, some tiles look better in game with his method, some are definitely better with yours, and the lost transparency is a major kill for other tiles. Damn it, it should support alpha channel, but can't make it work properly neither on windows, nor on osx.
EDIT: Looking online I saw that an older DF visual source code is available:
https://github.com/Baughn/Dwarf-Fortress--libgraphics-
I wrote an email to Baughn to see if we could get the newer version. I think that if we incorporate xBRZ to DF, then no one would ever have to fool around with tilesizes It should not be impossible. After all, people have already done it for NES and SNES emulators.
Yeah, that's the one, Baughn rewrote the DF engine some time ago, and last I heard he was willing to work on implementing some missing features, and fix some bugs, but of course he needs source access, which is not going to happen... Second best man to pitch the idea to is mifki who wrote the
twbt plugin which hacks the renderer using dfhack to support tile overrides, multilevel, etc.