Open blackhand1001 opened 1 year ago
I actually think this might be related to this. https://github.com/gonetz/GLideN64/issues/2751
anisotropic filtering would very much be the last thing on the list to fix... that said mipmaps sould be generating properly
The old Glide64 plugin generated mipmaps during load that were used be the actual renderer to make the textures render smoothly at a distance and to enable proper anisotropic filtering. GlideN64 on the other hand does not do this and renders completely without generated mipmaps. Its very noticeable on the floor in bunker but is also noticeable on any texture in the distance.
Glide64 (working generated mipmaps)![Glide64_GOLDENEYE_02](https://user-images.githubusercontent.com/5246342/219195476-95800b17-46ea-4172-8e6a-cb4300935426.png)
GlideN64 (no mip maps generated)![GLideN64_GOLDENEYE_005](https://user-images.githubusercontent.com/5246342/219195844-a54492d9-990b-4388-891a-91a067527dc0.png)
This issue occurs in both games that have built in mip maps and without as the issue is on the opengl side. Likely we need to be running something like glGenerateMipmap() at some point when applying the textures to the scene.