Randell said:Before thinking of running older games, remember the 9700 doesnt AA 16 bit titles unless 32 bit can be forced (like Half-Life)
Huh, what? Did someone say something?Mize said:Maybe ATI should have a "force 32-bit" option in their drivers as the V5-5500 had?? (You listening OpenGL Guy?)
Just wanted to clear this up as I realized I confused people (including myself) with my poor wording. Since du/dx, du/dy, dv/dx, dv/dy are computed per pixel, the level of anisotropy is computed per pixel.OpenGL guy said:I don't know, but I don't think it matters... the pixel shape is the same no matter if you look at a single pixel or the whole triangle.noko said:Does the Radeon9700 anisotropic filtering algorithm determine anisotropy per triangle/polygon?
Just wanted to clear this up as I realized I confused people (including myself) with my poor wording. Since du/dx, du/dy, dv/dx, dv/dy are computed per pixel, the level of anisotropy is computed per pixel.
This is exactly it. But as I stated before, you can change the texture coordinates with the same polygon and get totally different results. The main thing is to think about how the texels are matching up with the pixels on the screen. Also, du/dx, etc. are all derivatives which describe the rate of change of the texture coordinates against the pixel. In other words, how fast the texel coordinates are changing at the current pixel.noko said:The per pixel anisotropy makes sense, but what determines the per pixel? Once again I see it fall within the polygon to define it. Anyways I am no expert in 3d so please break down the ratio's of du/dx, du/dy, dv/dx, dv/dy, which I do believe is the ratio of the source texture u,v positions to the screen pixel x,y positions.
I am a lousy drawer (one big complaint back when I was teaching calculus).A simple drawing would be absolutely wonderful here .
In other words, how fast the texel coordinates are changing at the current pixel.
I am a lousy drawer (one big complaint back when I was teaching calculus).
noko said:This is a huge improvement besides being logrithmically smarter then samlpling every pixel with a fix number of samples which for most pixels is beyond what is needed,
Bigus Dickus said:It could be that the room isn't long enough to spot the difference between the 9700's 8x and 16x on the level floor, and that when rotated they both default to the same mipmap distances, but you would think the 22 degree rotated should be a bit sharper with 16x than with 8x.
Humus said:The 8500 seams to select mipmaps such that two lines meet somewhere around the middle of the screen. The 9700 has four line segments. I see an analogy from this to the anisotrophy selection.
Now you want to dispute my description of derivative as rate of change? First, let me define derivative so we all know where we are:Chalnoth said:One other clarification. The du/dx, du/dy, dv/dx, dv/dy cannot really be considered rates of change, in the normal sense. These are derivatives in position with respect to position, so they could be better described, in lay terms, as a description of the geometry, of how the texture looks with respect to the pixel.
OpenGL guy said:Now you want to dispute my description of derivative as rate of change? First, let me define derivative so we all know where we are:
Chalnoth said:Yes, a derivative is a rate of change. What I was attempting to say is that that description is misleading in this case, as most people would think of "rate of change" as "rate of change with respect to time" which these derivatives certainly are not.