View topic - What is the point of the current texture filtering system?



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PostPosted: 07 Apr 2010, 16:43 
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I've been wondering this for a while now; why cant you just use anisotropic texture filtering for all areas of the map texture and stop pondering about which detail to set for each of the 1024x1024 texture planes?

If it was just anisotropic filtered, the textures would look better. I think... And by adjusting lod bias -0.5f would make them a bit sharper.. i use this in my program and it looks great.

At the moment it doesnt look very good when the far areas are really pixelized.

Is there any possibility to change the rendering options smoother in current Spring release?

Or maybe ive just fucked up my settings and thats why it doesnt look very good... idk.


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PostPosted: 07 Apr 2010, 18:15 
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LOD bias that's negative usually results in incorrect behavior (moire, shimmering, etc.) and isn't recommended for production.

The bigger issue there is that some areas of Spring seem to be handling mips manually, instead of letting the hardware handle it automatically.


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PostPosted: 07 Apr 2010, 19:54 
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Joined: 28 Jun 2007, 06:30
TradeMark wrote:
I've been wondering this for a while now; why cant you just use anisotropic texture filtering for all areas of the map texture and stop pondering about which detail to set for each of the 1024x1024 texture planes?

If it was just anisotropic filtered, the textures would look better. I think... And by adjusting lod bias -0.5f would make them a bit sharper.. i use this in my program and it looks great.

At the moment it doesnt look very good when the far areas are really pixelized.

Is there any possibility to change the rendering options smoother in current Spring release?

Or maybe ive just fucked up my settings and thats why it doesnt look very good... idk.

That's why noobs shouldn't talk about stuff they don't understand.

PS: Did you ever opened springsettings.cfg ? Seems not ... (hint: SMFTexAniso)
PPS: Anisotropic Filtering doesn't do anything on near upright angles ...

edit: this post might sound quite harsh, but it's cause this topic was discussed multiple times. Then you implied that spring would do something wrong w/o knowing what it does currently (e.g. supporting anisotropic filtering) ...
And not to forget you just used technical terms w/o knowing what they do/mean.


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PostPosted: 07 Apr 2010, 21:36 
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woohoo. i saw this coming.

epic ego is epic ego.

neeeeext.

Argh wrote:
LOD bias that's negative usually results in incorrect behavior (moire, shimmering, etc.) and isn't recommended for production.
the current system does moire too. and -0.5 doesnt do much moire, unless you have really specific textures that repeat a lot... thats unlikely...

Argh wrote:
The bigger issue there is that some areas of Spring seem to be handling mips manually, instead of letting the hardware handle it automatically.
are we going to have fix for this?


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