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Texture filtering

1,101 bytes removed, 04:40, 18 August 2014
"Nearest Neighbor with Mipmapping" is not a valid texture filter. That was just left over from what it was originally before I added the table. Also, all the information about anisotropic filtering turned out to be false. I apologize.
*3D games look terrible.
*It's unfiltered pixels. You should know what to expect.
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| style="text-align: center;"|'''Nearest Neighbor with Mipmapping'''
| style="text-align: center;"|Exactly what it says on the tin: Nearest-neighbor filtering with mipmapping. Mipmapping is basically level of detail for textures. The farther away a texture is in a 3D space, the lower the resolution is. This can continue until the texture is completely flat.
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*Even faster than regular nearest neighbor.
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*3D games look terrible.
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| style="text-align: center;"|'''Bilinear'''
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*2D games look atrocious.
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| style="text-align: center;"|'''Anisotropic'''
| style="text-align: center;"|Uses oddly-shaped copies of texture parts in order to smooth out pixelated/blurred edges in nearest neighbor/linear filtered images. Higher sample amounts (e.g. 4x, 8x, 16x) will shape the textures into more complex shapes as needed.
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*Looks much better than just linear filtering for 3D games.
*Can be used alongside other filters and scaling algorithms for even smoother-looking textures.
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*High sample amounts are system-intensive.
*Not recommended for 2D games.
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| style="text-align: center;"|'''HQx'''
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