Chalnoth said:
croc_mak said:
AFAIK there is no exact equation that needs to be executed to any bit of accuracy with lod calculation either - in DirectX or Opengl
There is. It's in the spec. There are acceptable LOD calculations, and there are unacceptable ones. It's all very well-defined, though I'm a bit tired to dig up the spec myself. If you're curious, you can download the OpenGL spec from
http://www.opengl.org
and there are well defined RANGES OF PRECICION, and nothing more, because opengl is platform, and hardware independent. it only defines minimum quality requirements, and THATS IT. it does NOT force, in ANY form, bitwise accuracy. the trylinear is an acceptable, allowed optimisation, according to opengl and dx specs. brilinear is not (if you want to count it as a trilinear replacement).
how long does it take for people to aktually understand this? how f***ing long? this thread is 50 pages, and still people drop in claiming ati to do any cheating while they never can see it, and, by themselfes, not even measure it. all they can do is looking at some pictures, don't see a difference, but of course know bether.