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>> No.2794636 [View]
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2794636

>>2794624
>>2794594 is refering to the problem that when you apply bilinear filtering to very low resolution textures, the result is too smooth to be recognizable. In such cases it can be a much better option to leave it unfiltered and use a smaller render target.

>poor implementation of texture filtering
It was standard bilinear filtering, just like what's used today

You have to interpolate the edge texels of textures with the texels of adjacent texels
That refers to the problem that >>2794630 is describing, which is unrelated to the issue I brought up, and hardly visible on Tomb Raider 1.

It seems like you're missing the point being made. When you have low resolution and unfiltered textures, everything takes on the same blocky and pixelated look, and the simple polygonal structures work just fine to convey the convex landscapes found in Tomb Raider. The viewer fills in the blanks and the game looks good. However, when you apply bilinear filtering to its textures, and increase the resolution, you get a much "better" look at the polygonal structure. Suddently the blocky structure is far more obvious, and the smoothed textures tend to look like fabric wrapped over a wireframe, they're unable to convey any depth.

>> No.2489471 [View]
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2489471

>>2488380
It not only had a DOS version, that DOS version had 3dfx glide support, giving you 16bit 640x480 at rock steady 30fps. It's by far the prettiest and definite version of the game.

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