Page 4 of 4

Re: Type conversion

PostPosted: Sun Oct 29, 2017 10:03 am
by Ian
and implementing the lod-0-only micro texture with its fading effect toward lod-1, as hardware does.


You'll probably find that the fading is basically automatic as a function of trilinear filtering
Image

Here I posted something about missing textures in L.A. Machine and LeMans24.

Oh I thought you were talking about fighting vipers :) I'll have a look into the la machine guns one if I have a bit of time. I still think it's probably simply just mipmapped away, but it could be actually missing.

Re: Type conversion

PostPosted: Sun Oct 29, 2017 10:14 am
by HarryTuttle
Ian wrote:You'll probably find that the fading is basically automatic as a function of trilinear filtering

Yes, I just wanted to control it inside a shader, without resorting to GL_TEXTURE_LOD_BIAS, also I disabled the anisotropic filter inside <Texture.cpp>.

EDIT:

I used also:

Code: Select all
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);

to disable tri-linear filter

Re: Type conversion

PostPosted: Sun Oct 29, 2017 10:24 am
by Ian
Makes sense :)
I'd still like to get quad emulation working.. but kind of derailed by the fact I can't get it working on AMD cards :(
I'm gonna file a bug with the driver people and see what happens