Hardware mode Mipmaps and Post Processing effects
#11
Well, what about a different approach? I just learned that widescreen in R&C1 is achieved through hex editing the game iso and thus manipulating the game's engine.
What if, with a similar approach, mipmapping could be turned off in the game's engine as well? Then there would be no need for mipmapping emulation. Sure, max LOD textures everywhere may increase the needed gpu performance, but it might still work modern gpu's.
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#12
Mipmapping can be turned off with a patch, but it will be even harder to find the correct address/value than widescreen patching. A proper mipmapping solution would be much better.
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