Mipmapping and Antialiasing

General chat related to ScummVM, adventure gaming, and so on.

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magicalplug
Posts: 2
Joined: Mon Feb 06, 2012 11:51 pm

Mipmapping and Antialiasing

Post by magicalplug »

Hi,

Is it possible for a force bilinear/trilinear mipmapping option to be added to the code, to go with the antialiasing that's currently implemented?

The 3D models would look much better at a distance with mipmapping (I used to play the game with this option forced back in the day). Whilst mipmapping used to be able to be forced at a driver level, the newer nVidia drivers don't have this option anymore. As such, it would be nice to have it built into the ResidualVM application itself.

Here's an example of what a difference mipmapping makes to 3D textures as they get further away, reducing pixelation as the available resolution to display the texture decreases:

Image
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