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3
votes
0answers
83 views

OpenGL: Filtering/antialising textures in a 2D game

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 ...
0
votes
0answers
71 views

XNA Disable Mip-Mapping for good

I'm trying to render a plane mesh textured with a simple grid pattern, problem is, xna keeps mip-mapping the texture in horrible, horrible ways. What i'm trying to achieve is to get this grid to look ...
9
votes
1answer
157 views

What would be a good filter to create 'magnetic deformers' from a depth map?

In my project, I am creating a system for deforming a highly detailed mesh (clothing) so that it 'fits' a convex mesh. To do this I use depth maps of the item and the 'hull' to determine at what point ...
0
votes
0answers
128 views

Game Input mouse filtering

I'm having a problem with filtering mouse inputs, the method I am doing right know moves the cursor back to the center of the screen each frame. But I cant do this because it messes with other things. ...
2
votes
2answers
94 views

How to apply a filter to the screen of a running program?

The idea is to take old games without modifying them, but have the graphics card apply a series of filters to their output before sending them to the monitor. A very crude example would be to take a ...
3
votes
4answers
328 views

Collision filtering techniques

I was wondering what efficient techniques are out there for mapping collision filtering between various bodies, sub-bodies, and so forth. I'm working on a physics engine and I need ways for a user to ...
2
votes
3answers
455 views

In XNA 3.1, is it possible to disable texture filtering?

I want to disable texture filtering (since I'm making a retro-style game where it looks bad if a texture gets filtered like that), but since I'm on XNA 3.1 there seems to be no option to set a ...