Sharp textures, bilinear mipmaps: an experimental feature
This video shows my experiment on filtering mipmaps even if the base texture is sampled using the oldschool nearest neighbor method. The filter relies on dithering the texture coordinates (and mip level) at a high framerate instead of interpolating colors, so it takes just one sample per pixel per frame yet can simulate trilinear and anisotropic filtering for free. The renderer runs in software and works with 8bit paletted color. My map format provides a bytecode for setting any filter for each individual surface, so a level designer could match the desired style. The setting is from Shadow Warrior by 3D Realms (1997)
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