|
![](/i/fill.gif) |
> 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.
Oh, OK. http://msdn.microsoft.com/en-us/library/bb976075.aspx seems to
describe some texture filtering options for XNA. Try
TextureFilter.Anisotropic. I'm not sure if TextureFilter.Linear is smart
enough to do trilinear (which lerps between the mip maps), and I've
never heard of what they're describing TextureFilter.PyramidalQuad or
TextureFilter.GaussianQuad to be.
> 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?
Well, sort of. If you stood in just the right place that your texture in
the 3D world corresponded one-to-one with the pixels on your screen, you
should get a perfectly sharp image. However, if you moved half a pixel
to the side from that, it would look a tiny bit blurry because each
pixel would take the average of two texels. Similarly, if you moved a
little bit closer, to make the size on screen slightly larger than the
actual texture, some pixels would line up and some would be half a pixel
off, resulting in some blurriness. It's just usually not enough to worry
about.
- Slime
Post a reply to this message
|
![](/i/fill.gif) |