Randell said:Donald whilst you're at it could you take those screenshots standing on one hand gargling the UK National Anthem whilst juggling a football with your feet?
Thanks
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?
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.
All you care about is du/dx, dv/dx, dv/dy and dv/dy right? The triangle rotation or position doesn't matter, what matters is how the texture is aligned with the pixels.noko said:Yes, but wouldn't the triangle rotation or position determine anisotropy that a texture will have to account when filling a triangle? Which then would determine how many samples would be needed from the source texture to correctly filtered the texture for the triangle?
I don't think so.Really what I am asking is if the aniostropic filtering of the Radeon 9700 is based on a triangle level?
jb said:Geez
I had a funny feeling that this would happen. Sorry Dave I was only going to PM this to you to see if you could validate what I saw. Did not mean to turn it into a hot topic. I just thought that maybe a few others that I know have a 9700 could help. But so far the 9700 has been a champ and thought that was worth sharing. My bad Most site said that the aniso issue was fixed. So when I saw it in SS:SE I was confused.
Folks I ran that level a few minutes and did saw that "biggest" diff was around 45 degrees. There was not a "big" change till then.
However I have ran it though all the other FPS shooters I have and not once did I see any other issues with Aniso. This is a very nice card and I am happy with it.
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?
Chalnoth,Chalnoth said:A bunch of rubbish.
Bigus Dickus said:A couple of comments... since so many others have addressed Chalnoths post, I see no need to do so. I was shocked when I read it, for obvious reasons. Second... just what were the settings in the GF4 shot? Either the LOD is reduced, or Quincunx was used, becasue it really does seem to be a "blurry mess" as someone else described it. I'm assuming this is due to some particular setting used, so I'm interested in knowing which was responsible.
tEd said:neither LOD was increased nor was quincunx used in those gf4 shots. There is a filter option in ss where you can set a spezial filter to sharpen the textures this option was set to normal mean no additional filter was applied. The simple reason why I choose this is that the sharpen filter for me add texture aliasing on some textures what I don't like much
OpenGL guy said:If people aren't going to learn from the information posted to this board, that's fine: You can take a horse to water, but you can't force it to drink.
That might save my sanity, but I don't want my next valentine to be some guy named BubbaBRiT said:No, but you could hold their head under water. That way you wont have to deal with them anymore...
The triangle rotation or position doesn't matter, what matters is how the texture is aligned with the pixels.
As I said before, what's important is how the texture is matching up to the pixels. Think about du/dx, dv/dx, du/dy, and dv/dy. These only relate the texture coordinates (u,v) to the pixel coordinates (x,y).noko said:I can see that, at least I think I do. Still, doesn't the position of the triangle to be filled determine the pixel layout for the texture? So are you saying by looking at the final pixel layout for the on screen texture you can determine what anisotropy would be required for filtering?
The rate of change is important, too. Thus, how long are the sides? For example, if the bottom were 80, the top 10, but the sides were 1000000, I think you'd agree that the degree of anisotropy is rather small.In other words lets say I have a polygon in which the back is 10 pixels across while the closer side of the polygon is 80 pixels across. For a texture to fit on this it has to be squashed by a factor of 8x from front to back, is that correct?
I don't want to get into a detailed discussion of anisotropic filtering techniques (there are better sources for the information than what can be covered here). See:So using a simpler calculation I can say this 8x factor is a anisotropy of 8x, in this case I will need at least 8 filtered textures from the source texture to correctly render or map this polygon in the frame buffer or on the screen. Do I have this correct or am I way off?
no it's not that.Bigus Dickus said:tEd said:neither LOD was increased nor was quincunx used in those gf4 shots. There is a filter option in ss where you can set a spezial filter to sharpen the textures this option was set to normal mean no additional filter was applied. The simple reason why I choose this is that the sharpen filter for me add texture aliasing on some textures what I don't like much
Hmm... just a higher default LOD then I guess?
Thanks, Donald.Donald said:Ok kids here we go.
OpenGL guy said:Thanks, Donald.Donald said:Ok kids here we go.
I did get one broken link:
http://www.thoroughbred-data.com/nudies/ssaniso/ss970042008x1.jpg