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Texture filters...

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Hi, just a quick question about the texture filter names that OGL is givings us. Some games let you choose between linear, bilinear and trilinear texture filtering, and I was wondering, how do those translate to OGL #defines; which one of these is which: GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR. Now I'm prety sure Linear filtering is GL_LINEAR, and tri linear is GL_LINEAR_MIPMAP_LINEAR, right? But which one is bilinear?

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bi = GL_LINEAR_MIPMAP_NEAREST
tri = GL_LINEAR_MIPMAP_LINEAR

u might wanna look into aniostropic filtering as it gives the best visual results

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as an aside;
dont just apply the best filtering to all textures, even on high end cards this can burn unneeded cycles/cache lines, instead set the filtering as required per texture

I'm pretty sure the performance pdf in my sig mentions this..

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