Actually that IS mipmapping.Marc said:Is that related to mip-mapping?
Thing is, there's nothing wrong with filtering as such (there's only so many ways you can do linear interpolation ), it's the selection of mipmap levels for each rendered texel that is simplified as nAo said.
What this means for developer is that you have to calculate certain koeficients manually even for basic mipmapping to work, and calculate yet some others if you want it to work in the same vein (or at least close to) as other more 'accurate' implementations.
This also doesn't change the fact that great many games still chose to not use mipmapping at all - although the issues with the way GS handles mipmaps may have dissuaded some people from using them.
This was one of the worst misconceptions you could make about PS2 though, as you are effectivelly making a tradeoff to make your game look a lot worse and very likely also run slower.londonboy said:.i guess the devs choose to have a sharper although more aliased look in order to fit more stuff into memory. they could use mip-maps but that would cut something else (e.g different varieties of textures).
Well bf cull would hardly have any effect on GS at all (except wasting some more transistors ).Simon said:Next you'll be telling me it can't do back-face culling