Texture filtering: Difference between revisions
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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]] | ||
:''This article is about smoothing techniques that may be present even on original hardware. For the process of replacing textures to improve their visual fidelity or other aesthetic reasons, see [[Texture Packs]].'' | |||
'''[[wikipedia:Texture filtering|Texture filtering]]''' refers to the methods used to smooth the textures of a 3D model. Every home console after the [[Nintendo 64 emulators|Nintendo 64]] is able to do it, including every modern PC and Android device. This makes it useful in emulation, where it can be applied to emulators for consoles that did not originally have it through various emulators that support it. | |||
==Consoles== | ==Consoles== | ||
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|- | |- | ||
| style="text-align:left;" |[[Super Nintendo emulators|Super Nintendo]] | | style="text-align:left;" |[[Super Nintendo emulators|Super Nintendo]] | ||
|✗ | |{{✗}} | ||
| | | | ||
|- | |- | ||
| style="text-align:left;" |[[3DO emulators|3DO]] | | style="text-align:left;" |[[3DO emulators|3DO]] | ||
|✗ | |{{✗}} | ||
|? | |? | ||
|- | |- | ||
| style="text-align:left;" |[[Atari Jaguar emulators|Atari Jaguar]] | | style="text-align:left;" |[[Atari Jaguar emulators|Atari Jaguar]] | ||
|✗ | |{{✗}} | ||
| | | | ||
|- | |- | ||
| style="text-align:left;" |[[Sega Saturn emulators|Sega Saturn]] | | style="text-align:left;" |[[Sega Saturn emulators|Sega Saturn]] | ||
|✗ | |{{✗}} | ||
| | | | ||
|- | |- | ||
| style="text-align:left;" |[[PlayStation emulators|PlayStation]] | | style="text-align:left;" |[[PlayStation emulators|PlayStation]] | ||
|✗ | |{{✗}} | ||
| | | | ||
|- | |- | ||
| style="text-align:left;" |[[Nintendo 64 emulators|Nintendo 64]] | | style="text-align:left;" |[[Nintendo 64 emulators|Nintendo 64]] | ||
|✓ | |{{✓}} | ||
|Three-sample | |Three-sample | ||
|- | |- | ||
| style="text-align:left;" |[[Sega Dreamcast emulators|Sega Dreamcast]] | | style="text-align:left;" |[[Sega Dreamcast emulators|Sega Dreamcast]] | ||
|✓ | |{{✓}} | ||
|Bilinear, trilinear, anisotropic | |Bilinear, trilinear, anisotropic | ||
|- | |- | ||
| style="text-align:left;" |[[PlayStation 2 emulators|PlayStation 2]] | | style="text-align:left;" |[[PlayStation 2 emulators|PlayStation 2]] | ||
|✓ | |{{✓}} | ||
|Bilinear, trilinear, Anisotropic | |Bilinear, trilinear, Anisotropic | ||
|- | |- | ||
| style="text-align:left;" |[[GameCube emulators|GameCube]] | | style="text-align:left;" |[[GameCube emulators|GameCube]] | ||
|✓ | |{{✓}} | ||
|Bilinear, trilinear, anisotropic | |Bilinear, trilinear, anisotropic | ||
|- | |- | ||
| style="text-align:left;" |[[Xbox emulators|Xbox]] | | style="text-align:left;" |[[Xbox emulators|Xbox]] | ||
|✓ | |{{✓}} | ||
|Bilinear, trilinear, anisotropic | |Bilinear, trilinear, anisotropic | ||
|- | |- | ||
| style="text-align:left;" |[[Nintendo DS emulators|Nintendo DS]] | | style="text-align:left;" |[[Nintendo DS emulators|Nintendo DS]] | ||
|✗ | |{{✗}} | ||
|? | |? | ||
|- | |- | ||
| style="text-align:left;" |[[PlayStation Portable emulators|PlayStation Portable]] | | style="text-align:left;" |[[PlayStation Portable emulators|PlayStation Portable]] | ||
|✓ | |{{✓}} | ||
|Bilinear, trilinear | |Bilinear, trilinear | ||
|- | |- | ||
| style="text-align:left;" |[[Wii emulators|Wii]] | | style="text-align:left;" |[[Wii emulators|Wii]] | ||
|✓ | |{{✓}} | ||
|Bilinear, trilinear, anisotropic | |Bilinear, trilinear, anisotropic | ||
|} | |} | ||
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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> | ||
==Further reading== | ==Further reading== | ||
* [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) | |||
* [http://blog.metaclassofnil.com/?p=306 A blog entry by Durante on creating a hybrid texture filter for PPSSPP.] | |||
[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) | |||
[http://blog.metaclassofnil.com/?p=306 A blog entry by Durante on creating a hybrid texture filter for PPSSPP.] | |||
[[Category:FAQs]] | [[Category:FAQs]] | ||