01-17-2014, 11:37 PM
Anisotropic Filtering test version below
This is a test version. So, things to note;
Some comparison screens below; To use as a reference example of the difference:
Linear
[attachment=48274]
Anisotropic
[attachment=48275]
Linear
[attachment=48276]
Anisotropic
[attachment=48277]
Build: [attachment=48236] <--Updated Final Build.
#EDIT: Just to clarify, in case people think this is a permanent build;
This build is only for testing it. When I'm done testing it, and if it works correctly etc. It should be committed to master, and you'll be able to get it off the build bot.
This is a test version. So, things to note;
- As before - you will need to use the pcsx2 build in the archive as well, because: the build bot's builds act funky with visual studio 2013(the one I'm using) GSdx builds. (Sorry)
- Also - for now, I've only done up the code for Dx10/11. I've not added the Dx9 code yet, so that'll have to wait a bit. Dx9 code is now also finished
- That it works >.<
- Check that it is only enabled when: the 'enable HW hacks' checkbox is ticked, and the 'Anisotropic Filter' option is ticked.
- Check that it is being disabled when you tick 'allow 8-bit textures' You'll know if it isn't - it will make texture alpha look boxed and weird looking. It's noticeable, so don't worry.
- And finally - keep an eye out for visual glitches, please.
Some comparison screens below; To use as a reference example of the difference:
Linear
[attachment=48274]
Anisotropic
[attachment=48275]
Linear
[attachment=48276]
Anisotropic
[attachment=48277]
Build: [attachment=48236] <--Updated Final Build.
#EDIT: Just to clarify, in case people think this is a permanent build;
This build is only for testing it. When I'm done testing it, and if it works correctly etc. It should be committed to master, and you'll be able to get it off the build bot.