Specifies the quality of texture filtering. Texture filtering is how a texture is displayed when it is made smaller (TGLMinFilter) or bigger (TGLMagFilter) than the original texture. Anisotropic filtering looks better than isotropic filtering but is only available on
newer∞ 3D cards. If anisotropic filtering is not supported, this setting is ignored.
In general, for best results,
TGLMagFilter should be set to
maLinear, and
TGLMinFilter should be set to
miLinearMipmapLinear. In some cases one might want to reduce blurring as much as possible, at the expense of aliasing. Then one could try one of the other minification filters such as
miNearestMipmapLinear. Anisotropic filtering has little to no effect if mipmaps are not used. Note that these settings might be overridden by the driver to for best possible quality.
TGLTextureFilteringQuality is the enumerated type:
TGLTextureFilteringQuality = (tfIsotropic, tfAnisotropic);
tfIsotropic: Isotropic filtering assumes that the texture is viewed straight on, as a square. If the texture is viewed at any other angle, one axis of the texture would be stretched and the other would be compressed. The compressed axis is used as reference for the filtering to avoid aliasing. This causes excessive blurring along the streched axis.
tfAnisotropic: Anisotropic filtering takes the shape of the texture (on the screen) into account. This leads to a more correct result, however, it is also slower than isotropic filtering.
For more information, see
this document∞ on anisotropic filtering by NVIDIA.
Unit:
GLTexture∞
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