Closed blackhand1001 closed 3 weeks ago
I'd rather just disable anisotropy in that case. I don't have NVidia cards and refuse to use them, so it doesn't bother me either way.
I think you misunderstood. It only works on NVIDIA cards. It however makes a huge difference in image quality. That difference can easily be possible on all gpus with a single line of code.
In that case I will add it, thanks
I think you misunderstood. It only works on NVIDIA cards. It however makes a huge difference in image quality. That difference can easily be possible on all gpus with a single line of code.
So what I've gathered is that you must add this to each part of the code that generates a texture. Therefore it isn't just 'one line of code' but rather a copy/paste in about 25 areas. I'll see if there is a nicer way to do this as I hate duplicating.
Decided won't do. It isn't a clean implementation of this, especially considering how the rendering is.
On NVIDIA cards the driver will automatically create mip maps if anisotropy is enabled and mip maps don't exist in the current texture object. This is actually non-standard behavior. On every other type of GPU it needs to be manually done by calling the function in OpenGL to create them.
It should be a relatively easy fix. This just needs to be added in the appropriate spot.
https://registry.khronos.org/OpenGL-Refpages/gl4/html/glGenerateMipmap.xhtml