|
From: Joseph J. S. <jo...@st...> - 2004-06-04 02:48:32
|
I've checked in Frank's changes for issue 905678. The code is nice and neat, and Frank has verified that this gives the intended result with PixmapTextures, while not affecting MipmapTextures (so, if you want to avoid the automatic mipmapping, you can just supply a MipMap with only one image, and it'll work use that image at any distance). The filter constants map to OpenGL quality filters as follows: kQATextureFilter_Fast = Nearest neighbour (ignores mipmaps) kQATextureFilter_Mid = Bilinear mipmap (ala QD3D 1.6's default) kQATextureFilter_Best = Trilinear mipmap (not sure what QD3D does here, because we don't think hardware back then supported trilinear filtering). Note that the default quality in both QD3D and Quesa is kQATextureFilter_Mid. Frank noted that we could consider using a custom halving algorithm for generating the mipmap images; currently we just let gluBuild2DMipmaps do that for us. He also mentioned the possibility of anisotropic filtering, but said that would require some discussion, so I'll leave it to him to get that ball rolling if he thinks it important. I'm not sure quite what the proper Tracker procedure is, but here's my stab at it: I set the Resolution pop-up to Fixed, but left the Status to Open, thinking that we'll Close it when it's actually shipped in an official release and the fix has been verified there. Somebody please correct me if that's not right. Thanks, - Joe -- ,------------------------------------------------------------------. | Joseph J. Strout Check out the Mac Web Directory: | | jo...@st... http://www.macwebdir.com/ | `------------------------------------------------------------------' |