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So, what's the point you're trying to make ?
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- Refraction
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(03-16-2015, 01:09 PM)POWEROFUNITY Wrote: I just thought it was something worth mentioning considering it may be a workaround for the annoying texture problems hardware mode suffers from and thankfully it doesn't impact on speed even when it is loading more geometry.
does this also work on other games which have mip-mapping issues ? (or) is this only applicable for this specific game.
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Ok, so you zoomed out so all displayed texture are the highst number level mipmap -and the worse level- and just rendered a small region. Could you do the opposite to have the 0-level mipmap -and best level-, by zooming in and rendering a bigger size than the camera, or you can only render the region that the camera sees?
Also, did this improve performance?
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I think mipmapping will be implemented long before this is even considered a viable solution for the lack thereof
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03-16-2015, 11:00 PM
(This post was last modified: 03-16-2015, 11:03 PM by dabore.)
well okay. i dunno how you got a boost out of it. sure you forced the mignification, probably skipping the force to calculate the trilinear blend with the larger maps. does the ps2 trilinear? or atleast the sampling on the mip edges there. but... if you play like that and move the camera forward you have quake. weird projection. weird look. i'd not play like that for long. and essentially you might get right there again where the rasterizer has to calculate and sample the migni and magnificated samples again. on borderline slant surfaces this might always happen. aniso is heavier tho. but... that's how that does it.
but... nice trick.