http://www.hiend3d.com/smartflt.html
Why don't we have something like this out already in hardware?
Why do we stick with bilinear/trilinear when it is so prehistoric?
All rendering implemented completely in software, and performance hit for this "smart" texture filtering method is only about 10% comparing to software bilinear filtering.
The current hardware does not support this texture filtering technique, but in the future, more advanced versions of programmable pixel shaders could make the hardware implementation possible.
Why don't we have something like this out already in hardware?
Why do we stick with bilinear/trilinear when it is so prehistoric?