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Texture filtering

301 bytes added, 19:25, 16 March 2020
ce'd lead, added hatnote, and adjusted wikipedia link
[[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]].''
In computer graphics, '''texture [[wikipedia:Texture filtering|Texture filtering]]''' or texture smoothing is refers to the method methods used to smooth the textures used in of a 3D modelsmodel. Some consoles use texture filteringEvery home console after the [[Nintendo 64 emulators|Nintendo 64]] is able to do it, including every modern PC and Android deviceIn This makes it useful in emulation, texture filtering where it can be applied even if the original console to emulators for consoles that did not use originally have it. Many through various emulators that support such featuresit.
==Consoles==
|-
| style="text-align:left;" |[[Super Nintendo emulators|Super Nintendo]]
|{{}}
|
|-
| style="text-align:left;" |[[3DO emulators|3DO]]
|{{}}
|?
|-
| style="text-align:left;" |[[Atari Jaguar emulators|Atari Jaguar]]
|{{}}
|
|-
| style="text-align:left;" |[[Sega Saturn emulators|Sega Saturn]]
|{{}}
|
|-
| style="text-align:left;" |[[PlayStation emulators|PlayStation]]
|{{}}
|
|-
| style="text-align:left;" |[[Nintendo 64 emulators|Nintendo 64]]
|{{}}
|Three-sample
|-
| style="text-align:left;" |[[Sega Dreamcast emulators|Sega Dreamcast]]
|{{}}
|Bilinear, trilinear, anisotropic
|-
| style="text-align:left;" |[[PlayStation 2 emulators|PlayStation 2]]
|{{}}
|Bilinear, trilinear, Anisotropic
|-
| style="text-align:left;" |[[GameCube emulators|GameCube]]
|{{}}
|Bilinear, trilinear, anisotropic
|-
| style="text-align:left;" |[[Xbox emulators|Xbox]]
|{{}}
|Bilinear, trilinear, anisotropic
|-
| style="text-align:left;" |[[Nintendo DS emulators|Nintendo DS]]
|{{}}
|?
|-
| style="text-align:left;" |[[PlayStation Portable emulators|PlayStation Portable]]
|{{}}
|Bilinear, trilinear
|-
| style="text-align:left;" |[[Wii emulators|Wii]]
|{{}}
|Bilinear, trilinear, anisotropic
|}
Super_Mario_All-Stars_with_5xBR.png|SNES game with 5xBR texture scaling
</gallery>
 
==Further reading==
 [http://en.wikipedia.org/wiki/Texture_filtering Wikipedia's entry on Texture Filtering] * [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]]
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