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3dfx Section >> Tech Talk >> Bilinear-Triliner-MipMapDithering
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Message started by nudgegoonies on 02.04.05 at 14:16:14

Title: Bilinear-Triliner-MipMapDithering
Post by nudgegoonies on 02.04.05 at 14:16:14
Hi,
what's it all about? I know that trilinear filtering looks much better than bilinear with Battle Isle 4. Especially in Bases the effect is very visible. And it seems that trilinear isn't slower than bilinear in that game (checked with fraps). It also seems that trilinear filtering is not available with opengl. So you can enable MipMapDithering wich really looks better than bilinear but only on high resolution (in 640x480 you can see dither-artefact-pixels). Now i'm playing Red Faction with the -voodoo3 switch on, otherwise you have white pixels at the edges of textures. No i have the same artefacts like MipMapDithering when using trilineal filter wich is default in Red Faction. Is trilinear Filter not possible in some situations so the Voodoo uses MipMapDithering instead  or does the game force it? I dont't force it via 3Dfx Tools (no entry in registry or environment). I know that multitexturing is not possible with MipMapDithering according to the 3Dfx Tools help page.

The second is after switching to desktop and back to fullscreen (Firewall) the dithering looks totally disorted. I have to quit the game and restart to have full quality again.

Regards,
Andreas

Title: Re: Bilinear-Triliner-MipMapDithering
Post by nudgegoonies on 18.05.05 at 01:27:44
Damn. Why does the 3dfx internal screen capture not work? The mars corona in the phobos level of UT (under glide) is a perfect examples but my tga's are 24 bit (why) and contain only black.

Regards,
Andreas

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