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Questions tagged [filtering]

The tag has no usage guidance.

0
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1answer
63 views

How is the default value of ContactFilter2D.isFiltering true?

I have a static ContactFilter2D like so: ...
1
vote
0answers
30 views

How to apply a visual filter to what I am drawing?

I'm looking to apply a sepia filter to what I'm rendering. Perhaps we could just apply the filter to the view or pass it to the draw method to draw everything with the filter (I'm using one draw ...
4
votes
2answers
257 views

Messy results from simple cellular automata algorithm?

I wrote something that will first randomly populate a square a with grass tiles, and then from there it will calculate tile types from each tile's surrounding tiles. My ultimate goal is generate a ...
3
votes
1answer
105 views

Diagonal symmetry across a filtered array?

I wrote this code to randomly generate a square terrain that somewhat resembles an island. First, I randomly populated a square with grass tiles (1s) on a plane of water tiles (0s): Then, I looped ...
1
vote
0answers
26 views

Is there something like a “real-action-to-3D” filter?

I recently watched the cutscenes of Call of Duty WWII and was very impressed with the graphics, especially the facial expressions and the creases in the clothing. This is, of course, pre-rendered ...
0
votes
1answer
120 views

Any Code Based Driver Optimizations for Far-Object Rendering?

Are there any video card driver optimizations available to developers to mitigate considerable framerate drops (%50+) which may be caused by Draw Distance defects in a game? For example, when using a ...
1
vote
1answer
44 views

Is there anyway to filtere a texture in glsl that turns stair like texels into smooth lines

I'm trying to filter a static, low resolution shadowmap. Unfortunatly, it doesn't look smooth, because of the way the default trilinear filtering works. It does have a smooth transition from light ...
2
votes
1answer
1k views

How to remove white background from an image using LibGdx?

I am fairly new to game development. I am developing an application(Aquarium) for windows which requires me to animate(move) fishes around the screen and user will be able to add new fishes drawn on ...
0
votes
0answers
94 views

SSDO as 2D filter

I've been looking for a way to get SSDO as a 2D filter in Blender Game Engine. I know that it is possible, but I have no idea how. And I can't find any good resources online. Maybe someone can help me ...
4
votes
0answers
403 views

Draw Edges in OpenGL

I use blender game engine, and blender use openGL for graphics. How can I draw lines around all 3D objects? Would this be a job for a filter? Mainly, I want my end result to look drawn. I found this: ...
3
votes
0answers
54 views

Bilinear filtering of output image in Direct3D 11

I'd like to render something at one resolution, but display it in a window at another resolution (e.g. render the scene at 640x480 and stretch it to a 1024x768 window). Simply resizing the window ...
1
vote
1answer
41 views

Is it necessary to use texture filtering if I use texture coordinate system?

I have one question about using texture filtering. It's clear when I used normalized texuture coordinates (in any API) for example from (0,0) to (1,1) it is necessary to use texture filtering because ...
3
votes
1answer
3k 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 ...
0
votes
0answers
80 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 ...
4
votes
1answer
1k 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
1answer
1k 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 ...
1
vote
0answers
421 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 ...
3
votes
1answer
432 views

Is point texture filtering the same as nearest?

Is point texture filtering the same as nearest (different names for the same technique)?
-1
votes
1answer
1k 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 ...
4
votes
2answers
1k 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 ...
2
votes
2answers
774 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 ...
10
votes
1answer
178 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 ...
3
votes
3answers
644 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
637 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 ...