Texture Filter

This is probably dumb, but. Rockin-B, you obviously know how to resampling texture data from your texel coordinate example, right?

Why not some kind of demo/library that lets you apply bilinear/bicubic filtering to these resampled textures? We could even do mipmapping and trilinear filtering, and have cool N64-ish blurry textures on Saturn!

...ahem. Anyway, just a thought.
 
Originally posted by Omni+Fri, 2005-07-29 @ 12:15 AM--><div class='quotetop'>QUOTE(Omni @ Fri, 2005-07-29 @ 12:15 AM)</div><div class='quotemain'>Why not some kind of demo/library that lets you apply bilinear/bicubic filtering to these resampled textures?
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These two filters are used to resample an image when scaling, rotating or distorting it. The blurriness you describe is a possitive effect (instead of blocky pixels when using nearest neighbor) when zooming in.

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@Fri, 2005-07-29 @ 12:15 AM

We could even do mipmapping and trilinear filtering, and have cool N64-ish blurry textures on Saturn!

[post=137462]Quoted post[/post]​

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MipMapping could be done on Saturn, by using different resolution textures. Look at Andretti racing: 2-3 levels of detail, two of them with textures (low and high resolution).

Trilinear filtering is not possible in hardware in Saturn. Saturn's VDP1 does only perform nearest neighbor (2 quality levels), so it doesn't make sense to use bilinear interpolation in my TC stuff or even trilinear filtering in software.

To make a texture look blurry on Saturn, you would have to increase the resolution of the texture image by using a good resize filter on PC (+ maybe reduce sharpness). The downside is the waste of texture memory and the lack of detail in the texture.

Not everything that's not supported by Saturn hardware makes sense to be implemented in software.

What really makes sense is mipmapping.
 
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