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Anisotropic Texture Filtering #113212
02/22/07 09:27
02/22/07 09:27
Joined: Feb 2007
Posts: 9
P
Paragon Offline OP
Newbie
Paragon  Offline OP
Newbie
P

Joined: Feb 2007
Posts: 9
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

Re: Anisotropic Texture Filtering [Re: Paragon] #113213
02/22/07 09:34
02/22/07 09:34
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Joined: Mar 2006
Posts: 752
Portugal
d3d_anisotropy

Re: Anisotropic Texture Filtering [Re: demiGod] #113214
02/23/07 01:31
02/23/07 01:31
Joined: Feb 2007
Posts: 9
P
Paragon Offline OP
Newbie
Paragon  Offline OP
Newbie
P

Joined: Feb 2007
Posts: 9
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

Re: Anisotropic Texture Filtering [Re: Paragon] #113215
02/24/07 01:19
02/24/07 01:19
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Joined: Mar 2006
Posts: 752
Portugal
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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