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I've been playing Quake and since people kept saying that it looked better without texture filtering, I decided to deactivate it.
Everything looks much more crisp! It's been so long since I played the original game (i.e. without filtering) that I just forgot how good it looked in comparison.
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@Albertoni AFAIK nearest is pixelated and linear adds filtering. Also, the GL_NEAREST_MIPMAP_LINEAR mode supposedly makes texures look better at distance, but the anisotropic filtering does a better job at that.
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GL_NEAREST_MIPMAP_LINEAR will use nearest neighbor filtering (hence it'll look pixelated), but interpolates between mipmap levels, giving better quality to textures that are further off.
https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glTexParameter.xml
GL_NEAREST_MIPMAP_NEAREST would be the equivalent of software mode Quake, iirc. And GL_LINEAR_MIPMAP_NEAREST would be essentially bilinear filtering, while GL_LINEAR_MIPMAP_LINEAR would essentially be trilinear filtering.
Anisotropic filtering basically does some extra work with the mipmaps makes textures that are viewed at sharp angles look a lot better.