I looked at this texture filtering technique a few years ago
and just thought about that it might be a very nice and
unique thing to put into OG.

http://www.hiend3d.com/smartflt.html

Games/Applications using this kind of filtering might look
much better and might also make do with less memory bandwidth
due to increased clarity of the textures.

Is it possible to implement this in the FPGA at all? (space-wise)

-HK

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