2008 IQ is unacceptable
Banned
What's the difference between bicubic and bilinear?
I know these are noobish questions, but I've always wondered what exactly bilinear scaling and bicubic scaling is, and if they apply to anything other than scaling.
I remember someone here told me that the frame buffer is bilinear filtered with aa.
Could you trilinear filter the frame buffer, or is that not technically possible?
Finally, if it's possible, how would you design a gpu architecture to have an aa mode that's 100% compatible and done thru hardware (and does edging with a non-ordered grid pattern and does AA alpha tested textures) rather than shaders?
CFAA is all done in shaders, right? What would it take for hardware edge detect aa and transparency ss? Could it technically be done completely by the ROPs? Would the depth/stencil units have to do any extra work for 100% compatible hw edaa+trss?
I know these are noobish questions, but I've always wondered what exactly bilinear scaling and bicubic scaling is, and if they apply to anything other than scaling.
I remember someone here told me that the frame buffer is bilinear filtered with aa.
Could you trilinear filter the frame buffer, or is that not technically possible?
Finally, if it's possible, how would you design a gpu architecture to have an aa mode that's 100% compatible and done thru hardware (and does edging with a non-ordered grid pattern and does AA alpha tested textures) rather than shaders?
CFAA is all done in shaders, right? What would it take for hardware edge detect aa and transparency ss? Could it technically be done completely by the ROPs? Would the depth/stencil units have to do any extra work for 100% compatible hw edaa+trss?