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9
votes
1answer
164 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 ...
4
votes
2answers
572 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 ...
3
votes
3answers
399 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 ...
3
votes
1answer
101 views

Is point texture filtering the same as nearest?

Is point texture filtering the same as nearest (different names for the same technique)?
3
votes
1answer
299 views

Using textureGrad for anisotropic integration approximation

I'm trying to develop a real time rendering method using real time acquired envmap (cubemap) for lightning. This implies that my envmap can change as often as every frame and I therefore cannot use ...
2
votes
3answers
562 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 ...
2
votes
1answer
57 views

How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality?

To my understanding, mipmaps exist to save on computations and memory when textures are far away. In an ideal world, we wouldn't want them. We'd just use the same high quality textures far away and ...
2
votes
2answers
172 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 ...
1
vote
1answer
263 views

Is there any way to change texture filtering globally in Direct3D 11?

One of the major changes I have encountered between Direct3D 9 and Direct3D 11 is the new API for setting up texture sampling. In D3D9, it was sufficient to simply set a given value of a given ...
0
votes
0answers
25 views

Use Android 4x5 ColorMatrix in OpenGL ES 2 Shader

I am trying to use Android Color Matrix in OpenGL ES 2. I have been able to use a 4x4 Matrix using the following code in the Shader (this adds also an intensity parameter): varying vec2 ...
0
votes
0answers
18 views

Multisampled Nearest Filtering in PS 2.0 is it possible?

My game involves blocky, pixelated 3D textures. When using nearest neighbor filtering with a texture sampler, I get the desired result of nicely pixelated textures -- with the caveat that hard lines ...
0
votes
0answers
141 views

Bilinear filter in repeating texture, HLSL

I have a repeating texture that I'm using as a scroll surface. The idea is that as I pan the surface I adjust the texture coordinates, filling in what gets wrapped on the right as it disappears from ...
-1
votes
1answer
336 views

OpenGL: How to map textures to geometry without using filter parameters

following my another question I have studied in the documentations that I should use this procedure : Define the texture filter parameters. This will control what happens when a texture is scaled ...