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Tri-linear texture sampling would allow raising the sampling quality on 3D rendering using yet another template argument. It is done by sampling two mip levels when close to a transition and fading linearly between them to make surfaces look more natural. If lightmaps and diffuse maps are mixed in advance using dynamic lightmaps, it will not be too expensive on cheap laptops.
Anisotropic filtering would however be a bit pointless without dedicated hardware for anti-aliasing, so high quality rendering can just render to a higher resolution with super sampling, or use random offsets with undersampling of sharper MIP layers and motion blur as a temporal filter.
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