I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those.
I'm finding lots of material about antialiasing in 3D games, but I don't see how most of that applies to 2D games - e.g. antisoptric filtering seems to make no sense, FSAA doesn't sound like the best bet either.
I suppose this means texture filtering is my best option?
Right now I'm using bilinear filtering, I think:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
From what I've read, I'd have to use mipmaps to use trilinear filtering, which would drive memory usage up, so I'd rather not.
I know the final sizes of all the textures when they are loaded, so can't I somehow size them correctly at that point? (Using some form of texture filtering).