Luminescent
Veteran
After playing Doom 3 in high quality mode for some time I've become accustomed to seeing shimmering on the edges of bump/normal mapped textures, even when AA is applied; the problem is aggravated more so when the flashlight is applied to the aliased edge. What, if any, correlation between normal mapping and filtering causes this? I remember reading something about gradients and fragment programs being required for proper filtering without aliasing, but can't seem to find the source.
Here is a pic of a similar case in the HL2 benchmark: http://www.beyond3d.com/misc/hl2/image.php?img=images/hdr3.jpg&comment=Half Life 2%.
Note: Thought this would be a refreshing topic to discuss now that developers are transitioning from fixed function to custom AA and filtering via fragment programs.
Here is a pic of a similar case in the HL2 benchmark: http://www.beyond3d.com/misc/hl2/image.php?img=images/hdr3.jpg&comment=Half Life 2%.
Note: Thought this would be a refreshing topic to discuss now that developers are transitioning from fixed function to custom AA and filtering via fragment programs.