Mintmaster
Veteran
gking said:That seems to be what the 8500 is doing at the moment and only works optimally on horizontal and vertical surfaces
I wouldn't be so sure. If the 8500 is using the partial derivatives (which I'm not sure it does), it is ignoring the smaller component, which is why the 8500 only samples on lines parallel with U or V. Using all the components of the partial derivative would yield lines in texture space of any slope, not just along the principle axes.
I don't know how many times we have to go through this. ATI does NOT only sample parallel to U and V axes. That can be done with ripmapping, which ATI does NOT do. If you make a texture with a star shape (like *), each line is sharp, and there is no severe texture aliasing due to infinite LOD. ATI is sampling fine, they just can't figure out correctly where to sample.
Bamber's explanation is very good. Man, I think I should just make a damn program to show everybody ATI's sampling is NOT limited to lines along U and V. I know X-bit labs or Digit-Life (can't remember which) made an article on this, and I don't know where they got that BS from. Their animated GIF's that showed ATI's drawback were no proof of sampling along U and V only.