Author Topic: bilinear/trilinear mipmaps  (Read 1428 times)

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bilinear/trilinear mipmaps
Can someone explain in practical, results-oriented language what the effect of bilinear filtering is vs. trilinear filtering?  which is more of a drain on performance and which looks better?
mb:  Asus A8AE-LE, athlon 64 3200+ 2ghz, 1024mb ram (2x512 pc3200), evga geforce 7600 gt 256mb gddr3 pci-e, hdd 142gb, 56gb

 

Offline DaBrain

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Re: bilinear/trilinear mipmaps
Trillinear filtering looks better, but needs a bit more performance.

Billinear filtering isn't used anymore I think. At least not in recent games.

The difference (visual result) is that you get mipmaps blended over each other, or into each other. So you don't have any hard line between the mipmaps and cannot see directly where they get switched.
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Re: bilinear/trilinear mipmaps
Thanks for the info.  Trilinear mipmaps it is!
mb:  Asus A8AE-LE, athlon 64 3200+ 2ghz, 1024mb ram (2x512 pc3200), evga geforce 7600 gt 256mb gddr3 pci-e, hdd 142gb, 56gb