If so, put em here...
It works by determining how different one mipmap level is from the next and then applying the appropriate level of filtering.
Atypical situations, where each mipmap could differ significantly from the previous level, receive no optimizations.
vb said:a) how is this "alternative trilinear" done? (algorithm)
b) how many texture accesses? (best/worst/usual)
c) how can we enable it on color mip maps so that we see for ourselves?
mikechai said:Are you (ATI) going to answer all these questions or DB will answer for you?
mikechai said:Are you (ATI) going to answer all these questions or DB will answer for you?