Im thinking about games where the textures are projected from top on the map so on very steep parts the textures are stretched.
Would anisotropic filtering work ok on that if the width of the texels gets smaller then the screenpixels?
If it does i think adaptive anisotropic wouldnt so this might be where normal anisotropic is better?
Would anisotropic filtering work ok on that if the width of the texels gets smaller then the screenpixels?
If it does i think adaptive anisotropic wouldnt so this might be where normal anisotropic is better?