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Apr 30, 2017 at 5:16 history tweeted twitter.com/StackBlender/status/858550560039088128
Apr 29, 2017 at 18:05 vote accept Nicola Masotti
Apr 29, 2017 at 18:04 comment added Nicola Masotti This article by [Nvidia] (geforce.com/whats-new/guides/aa-af-guide#1) is what confuses me even more. It seems to relate the concept of Anisotropic filtering to MIP map 'scaling' (thus, RIP maps?). Other resources treat these as related, but still independent topics. In the end I was able to improve the visual quality of my model but I feel like I do not understand what is going on underneath the BGE surface.
Apr 29, 2017 at 17:59 comment added Nicola Masotti I have read a bunch of theory about texture filtering (Nearest-neighbor, Bilinear, Trilinear, Anisotropic, etc), Mip maps, Rip Maps and so on. I feel like I do grasp these topics now. However I still have doubts about Anisotropic filtering, namely the way the trapezoidal footprint is calculated and applied.
Apr 29, 2017 at 1:53 answer added Strapicarus timeline score: 5
Apr 28, 2017 at 17:12 comment added CGEffex It has to do with anisotropic filtering. See here: blender.stackexchange.com/a/62941/16835
Apr 28, 2017 at 17:03 history asked Nicola Masotti CC BY-SA 3.0