Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Falcon on December 30, 2004, 12:10:13 am
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Does Freespace SCP support trilinear or anisotropic filtering?
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Probably not till the bob and the rest of the coders get around to renovating the texture system. The SCP is currently at it's limit as far as texture processing is concerned. I could also be totally wrong about all this.
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If you have a nvidia card you can set this up in the driver settings. I'm not sure about ATI.
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The game still has to support it.
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No, the driver forces it to use anisotropic and trilinear filtering, because the card does all this and not the software (the game).
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Can their be an option in-game where you can tell friendly pilots to ignore a wing of fighters instead of idividual fighters?
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If I'm not mistaken, and I don't think I am, Ansiotropy is a particular kind of filtering that happens between MIP map levels, and FS2 doesn't MIP map by default. You can enable it in the SCP, but it will absolutley kill your framerate if you're not running the SCP on god's own box.
Before you go cussing out the SCP though, try to remember that a space sim is far more difficult to code a texture system then an FPS. A space sim has a basic draw distance of infinity - an FPS culls, and shows you a bit at a time. I think, anyway.
As it stands though, Ansiotropy will do nothing more then give you a slight increase to visual quality but slaughter your framerate.
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I see no difference in fps whether i enable or disable aniso.
I have mipmap enabled and good framerate.
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Do you have mips in the DDSes though?
There's something...Renegade(sorry I keep bringing it up, it's the most up to date game I play that I know anything about the internals of) has one model for the max LOD and the DDS textures have pregenerated MIP maps and the engine auto-scales the geometry according to the distance Fairly effectively I might add.