I have thought about this. In the Utilities section I made a VC version of the AdvanceMame Scale2X filter (http://scale2x.sourceforge.net).
1. Vecna could implement a filter on the V3-engine end. This would be preferable but then would place the matter entirely out of our hands.
2. Realtime filtering of graphics in VC code is of course not really possible, since SetPixel is so bloody slow.
3. However, pre-filtering may provide a solution.
My original idea, for example, was to write wrappers for all the basic graphics functions. I would have my own LoadImage, for example, S2X_LoadImage(). Whenever I used these functions, they would have the exact same argument type and function as the API they wrap around: but behind the scenes they are pushing around pre-filtered Scale2X images. A search and replace could be used to implement the new function list.
This idea requires some redundant programming (after all, it's wrapping around Verge's VC function set anyway) but it would accomplish the use of filtered graphics at a quite useable speed (no speed difference at all, since everything is at load, not per blit), can be completely done with minimal complex VC, and it is relatively simple to understand.
Well, anyway, that was my idea. A little unusual, but I know it could work. I just need the initiative to actually try it.
Also, try checking this article in Verge Help:
Code Vault Questions and Contributions: http://www.verge-rpg.com/boards/display_thread.php?id=23213&offs=40&curPage=2
Here is an example of an Interpolation effect I made using additive lucency. It's simple, and not graphically breathtaking, but quick enough I believe to run at a real time speed, and all you need to call is one function to do it.