From: James T. <ja...@co...> - 2003-10-14 23:15:24
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I have changed the default rendering to GL_LINEAR and I plan on leaving it like that unless anybody complains, the speed difference is barley noticable, and the quality is greatly improved. The reason I have not added a new parameter is becuase the choice occurs when the image is loaded, and adding extra calls inside Stretch would be an unwanted speed penalty. -James Turk Filippos Papadopoulos wrote: >On Mon, 13 Oct 2003, James Turk wrote: > > > >>>>- I also believe that it would be better to use GL_LINEAR for Image >>>>Stretching not GL_NEAREST. Maybe u could put an extra parameter in the >>>>function Resize/Stretch. >>>> >>>> >>>> >>In SDLGL_Util.cpp, I changed the lines >>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); >>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); >> to >>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); >>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); >>and noticed a visible difference. I'm not an OpenGL expert, so why >>would anyone want to use GL_NEAREST? >> >> From what I've seen I propose simply changing these lines and nothing >>else but if I am going to bother leaving GL_NEAREST, instead of forcing the >>change inside Resize/Stretch, would it not be best to simply have that >>as an option defined for each ZImage, that way a minimal number of calls >>to glTexParamteri would be required, and none would be required inside >>the rendering loop in most situations, which I'd consider a good thing. >> >>Feel free to share any thoughts on this, the finer points of OpenGL are >>certainly not my specialty. >> >> -James >> >> > > >Well i am not an OpenGL guru either ;) >To be honest i havent fully understood what you wanna say here (see >English is not my native language). I can tell these (by what i have >understood): > >Why not putting an extra parameter in the Stretch/Resize function (or in >the constructor of a ZImage) e.g named 'smooth' ? This way it is up to the >developer to decide if he needs smoothed image or not. > Someone would say that GL_LINEAR produces blurred images, which is not >always a good case. On the other hand GL_NEAREST is faster than LINEAR. > > |