Timeline for How to achieve anisotropic filtering
Current License: CC BY-SA 3.0
12 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jan 28, 2014 at 13:46 | comment | added | 2am | @Lasse, after changing the setting the texture in my code was rendered with full 16x anisotropic filtering. | |
Jan 27, 2014 at 14:54 | vote | accept | 2am | ||
Jan 27, 2014 at 10:05 | answer | added | MickLH | timeline score: 9 | |
Jan 27, 2014 at 5:39 | comment | added | Lasse | Sometimes in the driver options a 'fast' or 'quality' preset has been turned on. This may override what the application requests. That does not explain the diffirence in tiling though. | |
Jan 27, 2014 at 5:13 | history | edited | 2am | CC BY-SA 3.0 |
deleted 100 characters in body; edited title
|
Jan 27, 2014 at 0:42 | history | tweeted | twitter.com/#!/StackGameDev/status/427602379710947328 | ||
Jan 26, 2014 at 19:33 | comment | added | 2am | the screenshot I added just now backs up what you said. What could be wrong? I am using glTexImage2D instead of glTexStorage2D. Followed this tutorial OpenGL Automatic mipmap generation | |
Jan 26, 2014 at 19:29 | history | edited | 2am | CC BY-SA 3.0 |
more info added
|
Jan 26, 2014 at 19:23 | comment | added | msell | The scale of the texture looks different between the two pictures. With nVidia the texture is repeating faster than on Intel. Maybe there is something else wrong than the mipmap generation. | |
Jan 26, 2014 at 19:21 | comment | added | 2am | It seems it is something to do with the Anisotropic filtering. | |
Jan 26, 2014 at 19:18 | history | edited | 2am | CC BY-SA 3.0 |
added 69 characters in body
|
Jan 26, 2014 at 19:07 | history | asked | 2am | CC BY-SA 3.0 |