Difference between revisions of "Texture filtering"
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==Consoles== | ==Consoles== | ||
− | Some consoles | + | Some consoles use texture filtering. |
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" | {| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" | ||
! scope="col" style="text-align: center;"|Console | ! scope="col" style="text-align: center;"|Console | ||
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|- | |- | ||
|[[Gamecube|GameCube]] | |[[Gamecube|GameCube]] | ||
− | | style="text-align: center;"| | + | | style="text-align: center;"|✓ |
− | | style="text-align: center;"| | + | | style="text-align: center;"|Bilinear, trilinear, anisotropic |
|- | |- | ||
|[[PlayStation 2]] | |[[PlayStation 2]] | ||
| style="text-align: center;"|✓ | | style="text-align: center;"|✓ | ||
− | | style="text-align: center;"|Bilinear, | + | | style="text-align: center;"|Bilinear, trilinear |
|- | |- | ||
|[[Xbox]] | |[[Xbox]] | ||
− | | style="text-align: center;"| | + | | style="text-align: center;"|✓ |
| style="text-align: center;"|? | | style="text-align: center;"|? | ||
|- | |- | ||
|[[Wii]] | |[[Wii]] | ||
− | | style="text-align: center;"| | + | | style="text-align: center;"|✓ |
− | | style="text-align: center;"| | + | | style="text-align: center;"|Bilinear, trilinear, anisotropic |
|- | |- | ||
|[[PlayStation Portable]] | |[[PlayStation Portable]] | ||
| style="text-align: center;"|✓ | | style="text-align: center;"|✓ | ||
− | | style="text-align: center;"| | + | | style="text-align: center;"|Bilinear, trilinear |
|- | |- | ||
|[[Sega Dreamcast]] | |[[Sega Dreamcast]] | ||
| style="text-align: center;"|✓ | | style="text-align: center;"|✓ | ||
− | | style="text-align: center;"| | + | | style="text-align: center;"|Bilinear, trilinear, anisotropic |
|} | |} | ||
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*Nearest neighbor | *Nearest neighbor | ||
*Nearest-neighbor with mipmapping | *Nearest-neighbor with mipmapping | ||
− | * | + | *Bilinear |
− | * | + | *Trilinear |
− | * | + | *Linear |
− | * | + | *Linear (cg) |
*Anisotropic | *Anisotropic | ||
*xBR | *xBR |
Revision as of 08:17, 17 July 2013
In computer graphics, texture filtering or texture smoothing is the method used to smooth textures used in 3D models.
Contents
Consoles
Some consoles use texture filtering.
Console | Texture Filtering | Types of filtering |
---|---|---|
Super Nintendo | ✗ | |
PlayStation | ✗ | |
Sega Saturn | ✗ | |
Atari Jaguar | ✗ | |
Nintendo 64 | ✓ | Three-Sample Bilinear |
3DO | ✗ | ? |
Nintendo DS | ✗ | ? |
GameCube | ✓ | Bilinear, trilinear, anisotropic |
PlayStation 2 | ✓ | Bilinear, trilinear |
Xbox | ✓ | ? |
Wii | ✓ | Bilinear, trilinear, anisotropic |
PlayStation Portable | ✓ | Bilinear, trilinear |
Sega Dreamcast | ✓ | Bilinear, trilinear, anisotropic |
Emulation
In emulation, texture filtering can be applied even if the original console did not use it. Many emulators support such features.
Types
images needed. Use same screenshot but with different texture filtering. Also include descriptions of what these terms mean, because I'm clueless.
- Nearest neighbor
- Nearest-neighbor with mipmapping
- Bilinear
- Trilinear
- Linear
- Linear (cg)
- Anisotropic
- xBR