What is the fastest texture filter?
1. GL_NEAREST is the fastest, you don''t have any interpolation so that''s often pretty ugly.
2. GL_LINEAR_MIPMAP_NEAREST ang GL_LINEAR both use bilinear interpolation. However, by using mipmap, you use more video memory. On the other hand, it can reduce the bandwidth usage, thus speeding up the rendering. Mipmaping can get rid of nasty artifacts on far away objects too.
3. GL_LINEAR_MIPMAP_LINEAR is the slowest but looks better than the others. (trilinear interpolation).
2. GL_LINEAR_MIPMAP_NEAREST ang GL_LINEAR both use bilinear interpolation. However, by using mipmap, you use more video memory. On the other hand, it can reduce the bandwidth usage, thus speeding up the rendering. Mipmaping can get rid of nasty artifacts on far away objects too.
3. GL_LINEAR_MIPMAP_LINEAR is the slowest but looks better than the others. (trilinear interpolation).
I''ve found the mipmap filters to be quicker than GL_NEAREST when the texture is rendered small, presumably because it uses less bandwidth. In some circumstances, even GL_LINEAR_MIPMAP_LINEAR beats GL_NEAREST.
quote:Original post by benjamin bunny
I''ve found the mipmap filters to be quicker than GL_NEAREST when the texture is rendered small, presumably because it uses less bandwidth. In some circumstances, even GL_LINEAR_MIPMAP_LINEAR beats GL_NEAREST.
I stand corrected.
I''ve just given a look to the red book and the fastest filtering mode, although it wasn''t considered in the original post, should be GL_NEAREST_MIPMAP_NEAREST. It has the simplicity of the GL_NEAREST mode and the bandwidth advantage of mipmap based filters.
In practice, GL_NEAREST is AS FAST as GL_LINEAR (on an accelerated card).
Height Map Editor | Eternal Lands | Fast User Directory
Height Map Editor | Eternal Lands | Fast User Directory
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