KVELLER Posted January 1, 2019 @Gez Why does the software renderer handle sharp angles better than OpenGL without anisotropic filtering? 1 Share this post Link to post
Teder Posted January 1, 2019 I use anisotropic filter always high (in all games) if I use trilinear filter, only in ZANDRONUM/GZDOOM evertything I turn off, and use nearest without mipmap. 1 Share this post Link to post
Gez Posted January 1, 2019 8 hours ago, KVELLER said: @Gez Why does the software renderer handle sharp angles better than OpenGL without anisotropic filtering? The question can largely be answered by looking up what anisotropic filtering actually is. Long story short, anisotropic filtering provides the GL renderer with non-proportional downsampled mipmaps, which lets it be more precise for textures rendered at a distance. This is especially visible for fence textures where they contain more void than material, because without AF, the lack of precision when downscaling results in the void "winning" and the texture becoming fully transparent. The software renderer works in a completely different way and therefore is always precise. 6 Share this post Link to post
Space Marinara Posted January 2, 2019 Good timing with that info Gez- I've added it into the newest Vanilla Essence :) 1 Share this post Link to post
VanaheimRanger Posted January 2, 2019 1 hour ago, Space Marinara said: Good timing with that info Gez- I've added it into the newest Vanilla Essence :) Oh, nice, I will have to try that out later. 1 Share this post Link to post