high-quality texture filtering

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0 comments, last by Kertropp 23 years, 8 months ago
i have asked this question elsewhere, but i''d like to hear you opinions on this... ------------------------------- check out this old demo ftp://x2ftp.oulu.fi/pub/msdos/incoming/hiend.zip Try it out with duke box texture ( just replace original tex with box tex) and compare quality differences between linear, bilinear, and proposed method by pressing 1,2,3. from what i understand, theres additional ''edge map'' included in texture, which is used for determining filtering method for texels. That kind of edge map would yield to mighty tight compression, thus not increasing required bandwidth significantly. Now this looks exactly like technique to be implemented in hardware. i wonder why it hasnt been done this far, or does it exist under some fancy name ?
-kertropp C:Projectsrg_clueph_opt.c(185) : error C3142: 'PushAll' :bad ideaC:Projectsrg_clueph_opt.c(207) : error C324: 'TryCnt': missing point
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anyone ??

Edited by - kertropp on July 25, 2000 2:23:16 AM
-kertropp C:Projectsrg_clueph_opt.c(185) : error C3142: 'PushAll' :bad ideaC:Projectsrg_clueph_opt.c(207) : error C324: 'TryCnt': missing point

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