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 _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
