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Texture filtering

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In computer graphics, texture filtering or texture smoothing is the method used to smooth textures used in 3D models. Some consoles use texture filtering.

In emulation, texture filtering can be applied even if the original console did not use it. Many emulators support such features.

ConsolesEdit

Console Texture Filtering Types of filtering
Super Nintendo
3DO ?
Atari Jaguar
Sega Saturn
PlayStation
Nintendo 64 Three-sample bilinear
Sega Dreamcast Bilinear, trilinear, anisotropic
PlayStation 2 Bilinear, trilinear
GameCube Bilinear, trilinear, anisotropic
Xbox Bilinear, trilinear, anisotropic
Nintendo DS ?
PlayStation Portable Bilinear, trilinear
Wii Bilinear, trilinear, anisotropic

TypesEdit

  • Nearest neighbor: basically pixelated.
  • Nearest-neighbor with mipmapping: pixelated, a different lower res texture is used for long distances to avoid aliasing.
  • Bilinear: every pixel is interpolated from the closest stored pixels (also called texels).
  • Trilinear: same as trilinear, but the different mipmaps are also smoothed between each other as the object gets further away.
  • Anisotropic: like bilinear and trilinear filtering, anisotropic filtering eliminates aliasing effects, but improves on these other techniques by reducing blur and preserving detail at extreme viewing angles.
  • xBR: pattern recognition, only worth it for low res pixel art with few colors.

ImagesEdit


Further readingEdit

http://en.wikipedia.org/wiki/Texture_filtering

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