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anisotropic filtering #463806
12/29/16 13:02
12/29/16 13:02
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline OP
Expert
Kartoffel  Offline OP
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
How do I get anisotropic filtering to work?

I enabled d3d_anisotropy and set d3d_mipmapping properly but still, mipmapped textures are super blurry when viewing them from an angle.
Looks like it doesn't even make a difference.

Does anyone know what I'm doing wrong?

regrads, Kartoffel


POTATO-MAN saves the day! - Random
Re: anisotropic filtering [Re: Kartoffel] #463807
12/29/16 13:39
12/29/16 13:39
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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Joined: Oct 2011
Posts: 1,082
Germany
Well do you use the right texture format?
AFAIK dds is the only format supporting mipmaps.
Got any other postprocessing shaders? I think the engine wont use some features if you have postprocessing shaders running (that what happens with antialiasing aswell)

Re: anisotropic filtering [Re: Ch40zzC0d3r] #463814
12/29/16 16:00
12/29/16 16:00
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline OP
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Kartoffel  Offline OP
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Hmm, so my textures are in dds format, that's not the problem.
I also set all the texture samplers to anisotropic filtering in the object shader I use.
PP-shaders yes.. but I don't see why that should be a problem confused. At least the manual doesn't say anything about this.


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