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Pixelated Texture, Anisotropic Filtering?

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Hi, I noticed that Minecraft has an option to enable anisotropic filtering. I was wondering, what settings would I need to put into a D3D11_SAMPLER_DESC to achieve this without blurring the textures? I'm using pixelated textures so I'd like AF to not blur them. The only way I've been able to fix this is to upscale the textures, but that seems... wrong.

samplerdesc.Filter = D3D11_FILTER_ANISOTROPIC;
samplerdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.MaxAnisotropy = 16;
samplerdesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerdesc.MaxLOD = D3D11_FLOAT32_MAX;

Thanks smile.png

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Have you tried it to see what your results are? There is not secrete to AF, it is on or off. And it is a sampling method, if anything it is less blurry.

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IIRC Minecraft doesn't use mipmaps because Notch thinks they suck (yes, he is that bad). Maybe that's what makes it look less blurry (and flickery as hell)?

Edited by Mona2000

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