VanessaE wrote:I recommend the above settings be attached to checkboxes in the GUI. One each for mip-map and anisotropic filtering, and a radio button to switch between no-, bi- or tri-linear filtering. These are must-have's!
VanessaE wrote:...and a radio button to switch between no-, bi- or tri-linear filtering.!
glomie wrote:Your change make texture blured.
glomie wrote:Your change make texture blured.



VanessaE wrote:C55 clarified the meaning of the "ugly" comment:
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[08-27 08:04] <celeron55> the problem with mipmaps is when you use them at the regular 16x textures
[08-27 08:04] <celeron55> they start to downscale the resolution too early
[08-27 08:04] <celeron55> you can see "borders" at where the scaling changes
leo_rockway wrote:VanessaE wrote:C55 clarified the meaning of the "ugly" comment:
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[08-27 08:04] <celeron55> the problem with mipmaps is when you use them at the regular 16x textures
[08-27 08:04] <celeron55> they start to downscale the resolution too early
[08-27 08:04] <celeron55> you can see "borders" at where the scaling changes
I guess this is why the papyrus disappears. Also, hard borders are what looks so bad about AF/BI/TRI in 16x (the blurriness, is bad, the hard borders are what make them unbearable). I should post a screenshot of the hard borders...
VanessaE wrote:On my system, adding the mipmap and anisotropic filtering festures as directed above makes a world of difference in the game (I tried it in 0.4.1 and 0.4.2-git from a day or two ago), and has no performance penalty whatsoever.
Note that you should only use the bilinear filter if you're using exclusively higher-resolution textures - anything in the 16px range will turn blurry with bi- or tri-linear filtering. High-resolution textures just get smoother.
I recommend the above settings be attached to checkboxes in the GUI. One each for mip-map and anisotropic filtering, and a radio button to switch between no-, bi- or tri-linear filtering. These are must-have's!
Calinou wrote:leo_rockway wrote:VanessaE wrote:C55 clarified the meaning of the "ugly" comment:
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[08-27 08:04] <celeron55> the problem with mipmaps is when you use them at the regular 16x textures
[08-27 08:04] <celeron55> they start to downscale the resolution too early
[08-27 08:04] <celeron55> you can see "borders" at where the scaling changes
I guess this is why the papyrus disappears. Also, hard borders are what looks so bad about AF/BI/TRI in 16x (the blurriness, is bad, the hard borders are what make them unbearable). I should post a screenshot of the hard borders...
Linear mipmapping doesn't have these hard borders (see Optifine mod for Minecraft; "Nearest" mipmapping has, "Linear" hasn't).
jin_xi wrote:after line 469 insert this:
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, true);
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, true);
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