Quantcast
[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games

Search:


View post   

[ Toggle deleted replies ]
>> No.6071564 [View]
File: 317 KB, 816x360, linear mipmaps and texture filtering.png [View same] [iqdb] [saucenao] [google] [report]
6071564

>>6070417
>>6070426
>>6071516

Heres a comparison image showing distant surface textures using no mipmaps (gl_texturemode 1) and linearly interpolated mipmaps (gl_texturemode 3), and using no anisotropic texture filtering (gl_texture_anisotropy 1) and some very heavy filtering (gl_texture_anisotropy 16)

just using linear mipmaps (bottom left) makes for a very blurry floor, which is not the case in original software quake that we're aiming to imitate here. No mipmaps and no filtering (top left) is a shimmery headache with detail distortion (edges of bricks get less distinct). Software quake admittedly would be almost as big a headache as well at these resolutions, but it wouldn't be quite that bad on the detail distoriton since it did perform strict distance-based mipmapping. The right hand two, with the anisotropic texture filtering, eliminate most of the shimmer and don't get blurry. I usually skip the linear mipmaps since the benefit they bring is so small after you apply the anisotropic filtering to remove the gl blurring.



Navigation
View posts [+24] [+48] [+96]