Difference between revisions of "Texture filtering"
Jump to navigation
Jump to search
(→Consoles) |
|||
Line 18: | Line 18: | ||
| style="text-align: center;"| | | style="text-align: center;"| | ||
|- | |- | ||
− | |[[ | + | |[[3DO]] |
+ | | style="text-align: center;"|✗ | ||
+ | | style="text-align: center;"|? | ||
+ | |- | ||
+ | |[[Atari Jaguar]] | ||
| style="text-align: center;"|✗ | | style="text-align: center;"|✗ | ||
| style="text-align: center;"| | | style="text-align: center;"| | ||
Line 26: | Line 30: | ||
| style="text-align: center;"| | | style="text-align: center;"| | ||
|- | |- | ||
− | |[[ | + | |[[PlayStation]] |
| style="text-align: center;"|✗ | | style="text-align: center;"|✗ | ||
| style="text-align: center;"| | | style="text-align: center;"| | ||
Line 32: | Line 36: | ||
|[[Nintendo 64]] | |[[Nintendo 64]] | ||
| style="text-align: center;"|✓ | | style="text-align: center;"|✓ | ||
− | | style="text-align: center;"|Three- | + | | style="text-align: center;"|Three-sample bilinear |
|- | |- | ||
− | |[[ | + | |[[Sega Dreamcast]] |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| style="text-align: center;"|✓ | | style="text-align: center;"|✓ | ||
| style="text-align: center;"|Bilinear, trilinear, anisotropic | | style="text-align: center;"|Bilinear, trilinear, anisotropic | ||
Line 50: | Line 46: | ||
| style="text-align: center;"|Bilinear, trilinear | | style="text-align: center;"|Bilinear, trilinear | ||
|- | |- | ||
− | |[[ | + | |[[Gamecube|GameCube]] |
| style="text-align: center;"|✓ | | style="text-align: center;"|✓ | ||
− | | style="text-align: center;"| | + | | style="text-align: center;"|Bilinear, trilinear, anisotropic |
|- | |- | ||
− | |[[ | + | |[[Xbox]] |
| style="text-align: center;"|✓ | | style="text-align: center;"|✓ | ||
| style="text-align: center;"|Bilinear, trilinear, anisotropic | | style="text-align: center;"|Bilinear, trilinear, anisotropic | ||
+ | |- | ||
+ | |[[Nintendo DS]] | ||
+ | | style="text-align: center;"|✗ | ||
+ | | style="text-align: center;"|? | ||
|- | |- | ||
|[[PlayStation Portable]] | |[[PlayStation Portable]] | ||
Line 62: | Line 62: | ||
| style="text-align: center;"|Bilinear, trilinear | | style="text-align: center;"|Bilinear, trilinear | ||
|- | |- | ||
− | |[[ | + | |[[Wii]] |
| style="text-align: center;"|✓ | | style="text-align: center;"|✓ | ||
| style="text-align: center;"|Bilinear, trilinear, anisotropic | | style="text-align: center;"|Bilinear, trilinear, anisotropic |
Revision as of 01:13, 18 July 2013
In computer graphics, texture filtering or texture smoothing is the method used to smooth textures used in 3D models.
Some consoles use texture filtering.
In emulation, texture filtering can be applied even if the original console did not use it. Many emulators support such features.
Consoles
Console | Texture Filtering | Types of filtering |
---|---|---|
Super Nintendo | ✗ | |
3DO | ✗ | ? |
Atari Jaguar | ✗ | |
Sega Saturn | ✗ | |
PlayStation | ✗ | |
Nintendo 64 | ✓ | Three-sample bilinear |
Sega Dreamcast | ✓ | Bilinear, trilinear, anisotropic |
PlayStation 2 | ✓ | Bilinear, trilinear |
GameCube | ✓ | Bilinear, trilinear, anisotropic |
Xbox | ✓ | Bilinear, trilinear, anisotropic |
Nintendo DS | ✗ | ? |
PlayStation Portable | ✓ | Bilinear, trilinear |
Wii | ✓ | Bilinear, trilinear, anisotropic |
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