Posted By: Valdsator
What does d3d_anisotropy do? - 07/24/12 00:09
As I understand it, anisotropic texture filtering (which d3d_anisotropy controls according to the manual) is supposed to make textures farther away appear less blurry by using non-square low resolution textures when needed (looking at something from an angle).
But, when I turn on anisotropic texture filtering in 3DGS, it doesn't appear to really do anything like that.
In fact, the only thing it does is fix an odd clipping issue. Does it do something else? Am I not activating it correctly? d3d_anisotropy is set to 7 (I've tried other numbers as well) before loading a level, and I assume on the first frame (if the main function runs on the first frame... which I would think it does). I've also tried changing d3d_mipmapping in case it affected anisotropic filtering, but it still doesn't work.
But, when I turn on anisotropic texture filtering in 3DGS, it doesn't appear to really do anything like that.
In fact, the only thing it does is fix an odd clipping issue. Does it do something else? Am I not activating it correctly? d3d_anisotropy is set to 7 (I've tried other numbers as well) before loading a level, and I assume on the first frame (if the main function runs on the first frame... which I would think it does). I've also tried changing d3d_mipmapping in case it affected anisotropic filtering, but it still doesn't work.