I made a OpenGL demo of a box with RGB pixels by accident (the texture really was supposed to be a picture) and I had AF disabled in my CP.
I looked at the horendous texture aliasing with trilinear filtering by itself and ended up going into my CP to enable AF 16x + Quality.
I ran it again and it looked really nice and the pixels were nicely blended together and no texture aliasing was shown until...
I started to move around the Z-axis, then I was watching the sides of the box shimmer like there was no AF enabled, on top of that it looked like it had only trilinear filtering because it wasn't blended like the rest of the box.
Why haven't I noticed this in any games and only in my silly little useless demos?
I couldn't notice this under UT03, SS, SS:SE, BF1942, BF:V or any other game which is good.
Will the R420 allow an option to disable this hardware optimisation?
In games I can see a use for this optimisation but when testing GL programs it really does rear it's ugly head out.
Is there any walkaround?
Will any IHV offer programmable AF algorithms anytime soon?
I looked at the horendous texture aliasing with trilinear filtering by itself and ended up going into my CP to enable AF 16x + Quality.
I ran it again and it looked really nice and the pixels were nicely blended together and no texture aliasing was shown until...
I started to move around the Z-axis, then I was watching the sides of the box shimmer like there was no AF enabled, on top of that it looked like it had only trilinear filtering because it wasn't blended like the rest of the box.
Why haven't I noticed this in any games and only in my silly little useless demos?
I couldn't notice this under UT03, SS, SS:SE, BF1942, BF:V or any other game which is good.
Will the R420 allow an option to disable this hardware optimisation?
In games I can see a use for this optimisation but when testing GL programs it really does rear it's ugly head out.
Is there any walkaround?
Will any IHV offer programmable AF algorithms anytime soon?