![]() One MIP map filter is a bilinear filter: LINEAR_MIPMAP_NEAREST, this should stop the aliasing under heavy minification but show visible transitions between levels of texture resolution across a polygon drawn in perspective under appropriate conditions. When MIP mapping there are different filters available, I’ll focus on the most interesting two. Any lower degree of minification will be pretty indistinguishable from bilinear so to test MIP mapping make sure you really shrink the texture scale on screen. This is when MIP mapping should really improve things. Under heavy (> 2:1) minification GL_LINEAR should begin to alias until it becomes a shimmering mess, almost indistinguishable from NEAREST. MIPMAP tokens in a magnification filter are illegal. Only minification filters support MIP map texture. Magnification filters should only be set to bilinear for best quality, there is no MIP map support for magnification filters, it makes no sense. There are a few things you should understand when learning & experimenting with this stuff: Anyone have experienced with bilinear and trilinear? GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR) įor trilinear. GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) GlTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) Or maybe my coding is wrong? I simply use Now I was thinking that my card may use trilinear whatever I choose, just because trilinear looks better without too much performance loss. I know it does support trilinear because I can change it in my drivers settings(force bilinear, force trilinear or force none, but it doesn’t seems to change anything). I have a Geforce Titanium with latest drivers and Windows XP. ![]() I know trilinear is supposed to have a less foggy effect that bilinear, like a trilinear texture at 10 meters have the same quality as a bilinear texture at 5 meters. Anisotropic is a great effect that is easily noticeable over any other filter.īut I just can’t see any difference between bilinear and trilinear. Then bilinear makes the texture looks better when it’s far, and it’s also faster. Linear works well, smoothing the texture. Normal->linear->bilinear->trilinear->anisotropic. I’m making an application that shows differences between different texture filtering methods.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |