Joe DeFuria
Legend
OK.
I'm about as sick and tired of the "anisotropic filtering debate" as the next guy. Might I make a suggestion to B3D for the topic of the next article: Anisotropic Filtering. (Forgive me if you had some article on this in the distant past....if so, it's time to revive and update it.)
Include:
1) Basic tech background and what it's suppossed to address.
2) Standard terminology for describing quality levels. (nth degree anisotropic). Include description of how the "number of texture samples" fits into it...including trilinear or bilinear filtering.
And then of course, a look at the implementations from several vendors. ATI (8500/9000 and 9700) and nVidia GeForce3/4 of course, but it would be nice to also see Parhelia and P10 if you have access to those boards.
Aside from looking at the "rotating aniso" thing, it would be very useful to look at the "X" quality settings to determine if they are comparable in terms of theoretics. In other words, is nVidia's "2X" setting theoretically comparable to ATi's "2X" setting, and P10's "2X" setting? Do they both represent 2nd degree max anisotropic or something else?
Just thought I'd heap some more work on you guys.
I'm about as sick and tired of the "anisotropic filtering debate" as the next guy. Might I make a suggestion to B3D for the topic of the next article: Anisotropic Filtering. (Forgive me if you had some article on this in the distant past....if so, it's time to revive and update it.)
Include:
1) Basic tech background and what it's suppossed to address.
2) Standard terminology for describing quality levels. (nth degree anisotropic). Include description of how the "number of texture samples" fits into it...including trilinear or bilinear filtering.
And then of course, a look at the implementations from several vendors. ATI (8500/9000 and 9700) and nVidia GeForce3/4 of course, but it would be nice to also see Parhelia and P10 if you have access to those boards.
Aside from looking at the "rotating aniso" thing, it would be very useful to look at the "X" quality settings to determine if they are comparable in terms of theoretics. In other words, is nVidia's "2X" setting theoretically comparable to ATi's "2X" setting, and P10's "2X" setting? Do they both represent 2nd degree max anisotropic or something else?
Just thought I'd heap some more work on you guys.