the question is as title.
I think it won't make much difference to use anisotropic filtering than linear filtering. of course , we're talking about magfilter here.
Is that true??
Edited by jerrycao_1985, 01 November 2012 - 11:53 PM.
Posted 01 November 2012 - 11:48 PM
Edited by jerrycao_1985, 01 November 2012 - 11:53 PM.
Posted 05 November 2012 - 07:01 AM
Posted 05 November 2012 - 07:48 AM
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
Posted 05 November 2012 - 01:25 PM
I've tried to set magfilter to D3DTEXF_ANISOTROPIC and used GetSamplerState to get it back , it returned me D3DTEXF_ANISOTROPIC.
It seems that anisotropic is applicable for magnification.
And in the DX official doc , there is no mentioning that Anisotropic is not applicable for magnification.
Edited by MJP, 05 November 2012 - 01:26 PM.
Posted 05 November 2012 - 02:44 PM
I've tried to set magfilter to D3DTEXF_ANISOTROPIC and used GetSamplerState to get it back , it returned me D3DTEXF_ANISOTROPIC.
It seems that anisotropic is applicable for magnification.
And in the DX official doc , there is no mentioning that Anisotropic is not applicable for magnification.
There is no GPU that supports anisotropic filtering for magnification. Go ahead and check your D3DPTFILTERCAPS_MAGFANISOTROPIC cap under TextureFilterCaps: I bet you a hundred bucks that your GPU doesn't support it. The API will let you set ANISOTROPIC as the mag filter, but the device will silently revert back to LINEAR filtering. In fact the debug runtimes might even tell you when this happens but I don't remember, since it's been a long time since I worked with D3D9.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
Posted 07 November 2012 - 09:06 PM
I've tried to set magfilter to D3DTEXF_ANISOTROPIC and used GetSamplerState to get it back , it returned me D3DTEXF_ANISOTROPIC.
It seems that anisotropic is applicable for magnification.
And in the DX official doc , there is no mentioning that Anisotropic is not applicable for magnification.
There is no GPU that supports anisotropic filtering for magnification. Go ahead and check your D3DPTFILTERCAPS_MAGFANISOTROPIC cap under TextureFilterCaps: I bet you a hundred bucks that your GPU doesn't support it. The API will let you set ANISOTROPIC as the mag filter, but the device will silently revert back to LINEAR filtering. In fact the debug runtimes might even tell you when this happens but I don't remember, since it's been a long time since I worked with D3D9.
Confrmed for me, which also makes the documentation for D3DTEXTUREFILTERTYPE interestingly misleading.