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Do we need anisotropic filtering for MagFilter?

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hi all

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

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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.

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My understanding is that if you want to use a max anisotropy greater than 1 you do have to set D3DTEXF_ANISOTROPIC for both min and mag, but that it's invalid for use with mip.

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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. Edited by MJP

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[quote name='jerrycao_1985' timestamp='1352120498' post='4997552']
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.
[/quote]

Confrmed for me, which also makes the documentation for D3DTEXTUREFILTERTYPE interestingly misleading.

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[quote name='MJP' timestamp='1352143532' post='4997689']
[quote name='jerrycao_1985' timestamp='1352120498' post='4997552']
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.
[/quote]

Confrmed for me, which also makes the documentation for D3DTEXTUREFILTERTYPE interestingly misleading.
[/quote]

The most misleading part is not the doc. It's code.
when I tried to set and get the magfilter in DX retail mode, nothing goes wrong.......
when I tried to set the magfilter in DX debug mode, it returns an error......

And MJP is right. But there is no such info telling me that it is reverted, u can find out what the real value is for magfilter by GetSamplerState which is exactly linear.

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