Editing Texture filtering
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[[File:Nearest_Neighbor_2x_versus_HQ2x.png|thumb|300px|A comparison between nearest neighbor scaling and HQ2x scaling]] | [[File:Nearest_Neighbor_2x_versus_HQ2x.png|thumb|300px|A comparison between nearest neighbor scaling and HQ2x scaling]] | ||
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− | ''' | + | In computer graphics, '''texture filtering''' or texture smoothing is the method used to smooth textures used in 3D models. Some consoles use texture filtering. |
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+ | In emulation, texture filtering can be applied even if the original console did not use it. Many emulators support such features. | ||
==Consoles== | ==Consoles== | ||
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| style="text-align:left;" |[[Super Nintendo emulators|Super Nintendo]] | | style="text-align:left;" |[[Super Nintendo emulators|Super Nintendo]] | ||
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| style="text-align:left;" |[[3DO emulators|3DO]] | | style="text-align:left;" |[[3DO emulators|3DO]] | ||
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|? | |? | ||
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| style="text-align:left;" |[[Atari Jaguar emulators|Atari Jaguar]] | | style="text-align:left;" |[[Atari Jaguar emulators|Atari Jaguar]] | ||
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| style="text-align:left;" |[[Sega Saturn emulators|Sega Saturn]] | | style="text-align:left;" |[[Sega Saturn emulators|Sega Saturn]] | ||
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| style="text-align:left;" |[[PlayStation emulators|PlayStation]] | | style="text-align:left;" |[[PlayStation emulators|PlayStation]] | ||
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| style="text-align:left;" |[[Nintendo 64 emulators|Nintendo 64]] | | style="text-align:left;" |[[Nintendo 64 emulators|Nintendo 64]] | ||
− | | | + | |✓ |
|Three-sample | |Three-sample | ||
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| style="text-align:left;" |[[Sega Dreamcast emulators|Sega Dreamcast]] | | style="text-align:left;" |[[Sega Dreamcast emulators|Sega Dreamcast]] | ||
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|Bilinear, trilinear, anisotropic | |Bilinear, trilinear, anisotropic | ||
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| style="text-align:left;" |[[PlayStation 2 emulators|PlayStation 2]] | | style="text-align:left;" |[[PlayStation 2 emulators|PlayStation 2]] | ||
− | | | + | |✓ |
|Bilinear, trilinear, Anisotropic | |Bilinear, trilinear, Anisotropic | ||
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| style="text-align:left;" |[[GameCube emulators|GameCube]] | | style="text-align:left;" |[[GameCube emulators|GameCube]] | ||
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|Bilinear, trilinear, anisotropic | |Bilinear, trilinear, anisotropic | ||
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| style="text-align:left;" |[[Xbox emulators|Xbox]] | | style="text-align:left;" |[[Xbox emulators|Xbox]] | ||
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|Bilinear, trilinear, anisotropic | |Bilinear, trilinear, anisotropic | ||
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| style="text-align:left;" |[[Nintendo DS emulators|Nintendo DS]] | | style="text-align:left;" |[[Nintendo DS emulators|Nintendo DS]] | ||
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|? | |? | ||
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| style="text-align:left;" |[[PlayStation Portable emulators|PlayStation Portable]] | | style="text-align:left;" |[[PlayStation Portable emulators|PlayStation Portable]] | ||
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|Bilinear, trilinear | |Bilinear, trilinear | ||
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| style="text-align:left;" |[[Wii emulators|Wii]] | | style="text-align:left;" |[[Wii emulators|Wii]] | ||
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|Bilinear, trilinear, anisotropic | |Bilinear, trilinear, anisotropic | ||
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|'''Trilinear''' | |'''Trilinear''' | ||
− | |This linear filtering method does the same thing as bilinear filtering, | + | |This linear filtering method does the same thing as bilinear filtering, except it passes through twice, giving a smoother gradient. |
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*Looks better than bilinear filtering for 3D games. | *Looks better than bilinear filtering for 3D games. | ||
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Super_Mario_All-Stars_with_5xBR.png|SNES game with 5xBR texture scaling | Super_Mario_All-Stars_with_5xBR.png|SNES game with 5xBR texture scaling | ||
</gallery> | </gallery> | ||
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==Further reading== | ==Further reading== | ||
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− | + | [http://en.wikipedia.org/wiki/Texture_filtering Wikipedia's entry on Texture Filtering] | |
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+ | [https://web.archive.org/web/20140904180543/http://board.byuu.org/viewtopic.php?f=10&t=2248 Forum post from the creator of xBR, explaining how the algorithm works] (Warning: is slightly hard to read due to the amount of jargon and big words) | ||
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+ | [http://blog.metaclassofnil.com/?p=306 A blog entry by Durante on creating a hybrid texture filter for PPSSPP.] | ||
[[Category:FAQs]] | [[Category:FAQs]] |