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Texture filtering

400 bytes added, 13:17, 20 November 2014
Types of Texture Filtering
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| style="text-align: center;"|'''Nearest neighbor'''
| style="text-align: center;"|BasicallyThis method sorts pixels into the nearest place relevant to it's placement in the original resolution, it looks in order to display the exact same as having no filter whatsoeverimage at whatever resolution you specify.
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*Very fast.
*Looks good for 2D games if you want to keep the pixel art aestheticAt integer values (eg, exactly double or quadruple resolution) it's practically "unfiltered".
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*3D games look terrible.
*Unfiltered pixels tend to look odd, with some being thicker than others. This can result in pixel art losing clarity, and text may become hard to read.
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*It's the least system-intensive form of texture filtering/scaling.
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*At low resolutions, 2D games tend to become very blurry. This is especially noticeable in 2D games look atrocious, and low res 3D games.*If you have the specs hardware to use themdo so, every other look into more complex filtering option is bettermethods to preserve clarity.
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| style="text-align: center;"|'''Trilinear'''
*Looks better than bilinear filtering for 3D games.
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*2D As with bilinear, low resolution games look atrociouswill more than likely appear overly blurry using this method.
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| style="text-align: center;"|'''HQx'''
| style="text-align: center;"|A texture scaling algorithm. Scales up a nearest-neighbor version of the texture and fills in the gaps with copies of the pixels next to said gaps.
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*Looks great for many 2D While it is inherently destructive, some games(eg. Yoshi's Island) may benefit from this filter, as it preserves the cartoony look.
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*Artifacts are common.
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