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Slime wrote:
> > 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.
Yeah, that's in the sampling. Since I'm just using the default effects right
now (an "effect" being a chunk of graphics pipeline code, vertex and pixel
shaders) I'm not certain what technique it might be using. I would have to
rewrite that (which I plan to eventually do anyway if I can think of how to
make the actual gameplay interesting ;-), so I'll try different ones then.
> 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.
I'll do that. It sounds like the quad filters are different weightings on
the lerping, sort of like an AA approach.
> off, resulting in some blurriness. It's just usually not enough to worry
> about.
OK. I'll have to look again, because it seemed ... obviously blurry to me.
I'll see about getting some screen shots, probably some time next week at
the earliest.
--
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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