Better do some more.Chalnoth said:Oh, duh. I just did some more thinking.
Not exactly correct. As long as the plane has an angle from the cone's axis less than the angle of the cone's sides, the intersection will be a hyperbola.A hyperbola will map to a square when viewed on a tunnel like that. A hyperbola is a conic section that is created by slicing the cone vertically.
The projection of a hyperbola onto a plane is still a hyperbola as long as the plane of projection isn't perpendicular to the plane the hyperbola lies in, in which case the projection is a line.Since the view in that program is essentially the same as looking through the base of a cone, the hyperbola will look just like its conic section, which will look just like a square once the x/y dependence is removed.
Colourless said:I just have to make a comment. Can people not test using trilinear. It makes it too hard to to see the shape of the curves, which is what we want to see.
The app certainly doesn't. But it seems like the newer drivers do force tri if you select quality AF in the driver panel. While this isn't exactly a bad thing from a gamer's standpoint, I wish that those two things (force AF and force tri) were separate settings.Ollo said:Bilinear and trilinear gives the same result for me on a 9700. Perhaps the app forces tri?
LINEAR_MIPMAP_LINEAR means the texture filtering is bilinear and the mip filter is linear. This is equivalent to trilinear filtering. In D3D, you would set min filter = mag filter = mip filter = LINEAR to get trilinear. Bilinear would be min = mag = LINEAR, mip = POINT.demalion said:But in any case, what does "LINEAR_MIPMAP_LINEAR" mean? Perhaps that setting is responsible?
Ah, right, but I don't think you can do that and keep the function independent of whether x or y is selected.OpenGL guy said:Not exactly correct. As long as the plane has an angle from the cone's axis less than the angle of the cone's sides, the intersection will be a hyperbola.
Only most apps don't have support for adjusting the AF level. It's rather pointless to run without anisotropic filteing just so that you can let the app choose its own filtering.Randell said:why? the fact is you can turn AF off and use bi/tri according to the app.
You've lost me here. For a hyperbola, x and y are always related.Chalnoth said:Ah, right, but I don't think you can do that and keep the function independent of whether x or y is selected.OpenGL guy said:Not exactly correct. As long as the plane has an angle from the cone's axis less than the angle of the cone's sides, the intersection will be a hyperbola.
Chalnoth said:Only most apps don't have support for adjusting the AF level. It's rather pointless to run without anisotropic filteing just so that you can let the app choose its own filtering.Randell said:why? the fact is you can turn AF off and use bi/tri according to the app.
I meant that you should be able to exchange x and y without any change in the output, in other words giving no preference over any derivative.OpenGL guy said:You've lost me here. For a hyperbola, x and y are always related.Chalnoth said:Ah, right, but I don't think you can do that and keep the function independent of whether x or y is selected.OpenGL guy said:Not exactly correct. As long as the plane has an angle from the cone's axis less than the angle of the cone's sides, the intersection will be a hyperbola.
I really dislike the forcing of bilinear/trilinear with anisotropic. That is, ATI's drivers don't appear to just force bilinear/trilinear for texture that are already using one or the other, but also force them for textures that use point sampling. Why is this bad? The text in some games uses point sampling. For example, this means that some of the text in Neverwinter Nights becomes blurry when anisotropic filtering is enabled, and I have noticed that the text in Morrowind becomes blurry if anisotropic filtering is selected and the MIP LOD is lowered (which is one major reason why I continually complain about the texture aliasing of the 9700 Pro...I can't adjust the LOD to compensate properly, as it will blur text in some cases).Randell said:As I never play without AF I dont care, I was just wondering the need for the drivers to force bi/tri. Without forced Bi AF or Tri AF games will default now to Tri wont they? Most FPS eg QIIIA, Unreal, Lithtech, Croteams engines all allow filtering selection, so you are left with how would I force Bi if you cant select. hmm nope dont care about that
In the absence of psychic PC's, it can't be certain what is the right intersection between what the app wants to do and your modifications...
Dio said:If you force something on the panel, you're asking the driver not to do what the application wants. In the absence of psychic PC's, it can't be certain what is the right intersection between what the app wants to do and your modifications...