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Posted: Tue Jun 21, 2005 3:37 am
by inolen
^misantropia^ wrote:no mipmapping
Yes it does.

Posted: Tue Jun 21, 2005 4:03 am
by ^misantropia^
Where? I traced the GL calls once and the renderer doesn't do much except calling glDrawElements() with the occasional texture swapping (gross simplification, but you get the point).

Posted: Tue Jun 21, 2005 8:05 am
by Geebs
^misantropia^ wrote:
Geebs wrote:Yeah, r_linear_nearest etc., can't remember which precisely.
That's texture filtering, which isn't the same thing.
@Eraser: true, I forgot about curve LODs.
Erm, bilinear and trilinear filtering are methods of linear interpolation between mipmaps.

Posted: Tue Jun 21, 2005 8:13 am
by rep
Am I the only one that likes the look of gl_nearest?

Posted: Tue Jun 21, 2005 8:27 am
by Geebs
Aniso all the way, bayby.

*kisses ATI overrides*

Posted: Tue Jun 21, 2005 9:56 am
by ^misantropia^
Geebs wrote:Erm, bilinear and trilinear filtering are methods of linear interpolation between mipmaps.
No, they're methods for interpolating between texel units.

Posted: Tue Jun 21, 2005 10:02 am
by o'dium
Pext wrote:i think the bumpmapping needs some work...
I think waht you mean to say is "I think your texture need some work". Local maps are local maps are local maps. We are using the same basic functions as Doom 3, so the way it will look here is the way it will look there.

Take into account odd gamma settings and what not, as well as the fact I can't do local maps for shit :P