Anisotropic Texture Filtering

Posted By: Paragon

Anisotropic Texture Filtering - 02/22/07 09:27

Is it possible to use anisotropic texture
filtering in my Gamestudio levels? Although
every texture appears "pixelly" up close in
any engine, certain engines have the capability
to reduce the pixelation problem by implement-
ing such filters.

HL Source engine is one example; but, of course,
the licence is not for us indie developers =).

Cheers,
Leo
Posted By: demiGod

Re: Anisotropic Texture Filtering - 02/22/07 09:34

d3d_anisotropy
Posted By: Paragon

Re: Anisotropic Texture Filtering - 02/23/07 01:31

AYE, that little command line is INSANE! INSANE I TELL
'YE! I haven't been seriously using GS for that long,
but teach me more tricks! MORE! THE MORE I PLAY AROUND
WITH THIS ENGINE, THE MORE I LOVE IT!


Sorry for spamming...
Cheers,
Leo
Posted By: demiGod

Re: Anisotropic Texture Filtering - 02/24/07 01:19

The best trick its to read the manual like a romance, imagine the entities are girls, materials and shaders are their dressers (do we need mat and shaders?) ,the variables are their state of mind, and i really need to go to bed now
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