Timeline for What is this blur/antialiasing effect in the game engine?
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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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 |