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Slime wrote:
> Are you using bilinear, trilinear, or anisotropic filtering?
I'm using XNA, which is pretty high-level w.r.t. this stuff. So, briefly, "I
dunno." The flag I have trivial control over simply says whether to
generate the mipmaps at compile time or not.
> If you're
> looking head-on, then anisotropic won't help, but it still uses the
> highest mip level that has a *lower* resolution than the actual pixels,
> so that it only has to sample once per pixel. This will be most
> noticeable if you're using bilinear and not trilinear.
Hmmm. OK. So if I get the size on screen to be slightly larger than the size
in the actual texture file, I should not see a problem, right?
> I guess what I'm saying is that you can expect a *little* blurriness
> from the mip filtering, but not more than one mip level worth.
OK. I don't think it's that much blurry. Just ... noticable if you know what
it should look like.
> Screenshots would help to tell if it's normal or not.
I think I've learned how to do this, yes. I'll give it a go when I get back
on the project and ask again.
Thanks for the input!
--
Darren New, San Diego CA, USA (PST)
C# - a language whose greatest drawback
is that its best implementation comes
from a company that doesn't hate Microsoft.
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