No idea.
It could be tested either with Direct3D 9 on Windows (assuming the driver
does not reject that), by modifying the Mesa source or by using Gallium
directly.
The issue is whether to have the Gallium API support it by splitting
max_anisotropy into max_mag_anisotropy or max_min_anisotropy or
Never had an occasion to really look and see; is there an actual example or
use-case?
Posting from a mobile, pardon my terseness. ~ C.
On Jan 4, 2010 1:07 PM, "Luca Barbieri" wrote:
Does this answer really to magnification in addition to minification?
In other words, does R300 with anisotropic
Does this answer really to magnification in addition to minification?
In other words, does R300 with anisotropic minfilter + bilinear magfilter
behave differently than anisotropic minfilter + anisotropic magfilter?
--
This
On r300, aniso definitely works and is noticeably different from bilinear.
Posting from a mobile, pardon my terseness. ~ C.
On Jan 4, 2010 12:19 PM, "Luca Barbieri" wrote:
> Note that different 3d apis have different requirements - ideally we >
should be able to choose so...
Maybe we could, in
> Note that different 3d apis have different requirements - ideally we
> should be able to choose some state which suits all of them.
> In particular, d3d10/11 have a separate filter mode for aniso (which
> applies to all of min/mag/mip filters at the same time).
> d3d9 also has special aniso filte
On 01.01.2010 23:32, Luca Barbieri wrote:
> Currently Gallium defines a specific filtering mode for anisotropic
> filtering.
>
> This however prevents proper implementation of
> GL_EXT_texture_filter_anisotropic.
>
> The spec (written by nVidia) contains the following text: <<< A
> texture's maxi
On Mon, Jan 4, 2010 at 2:23 PM, Keith Whitwell wrote:
> Luca,
>
> Thanks for looking into this - this is a bit of a grey area for me.
>
> One question - do we need a full floating point value to represent
> max_anisotropy? What is the typical maximum value for max_anisotropy in
> hardware, and h
Luca,
Thanks for looking into this - this is a bit of a grey area for me.
One question - do we need a full floating point value to represent
max_anisotropy? What is the typical maximum value for max_anisotropy in
hardware, and how may levels are there? From the patch below, most
DX9-level hardw
Currently Gallium defines a specific filtering mode for anisotropic filtering.
This however prevents proper implementation of
GL_EXT_texture_filter_anisotropic.
The spec (written by nVidia) contains the following text:
<<<
A texture's maximum degree of anisotropy is specified independent