Author Topic: Anisotropic Filtering  (Read 864 times)

Offline LRFLEW

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Anisotropic Filtering
« on: March 24, 2012, 01:03:01 am »
Ok, I found Config.glTrilinear, which allows me to use trilinear filtering, and Texture.setGLFiltering() and Texture.setMipMap(), which allows me to use Pick Nearest Filtering (although I hope I never have to use them) (Unrelated, but is there a way to change the default values of these two?).  With my game, I'm wondering if I can get Anisotropic Filtering.  Is this supported?  If yes, how?  If no, is it a planned feature?

Offline EgonOlsen

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Re: Anisotropic Filtering
« Reply #1 on: March 24, 2012, 09:15:37 pm »
Here a version with a setter in Config: Config.glAnisotropy=[0,1,2,3,4...] to set the level of anisotropic filtering. Mipmaps have to be used on the texture for this to show an effect.

Download: http://jpct.de/download/beta/jpct.jar

Offline LRFLEW

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Re: Anisotropic Filtering
« Reply #2 on: March 24, 2012, 10:46:19 pm »
Thanks, that works perfectly.  I was confused at first, but I figured out that 1 meant 2x, 2 meant 4x, and so on.  That could have been clearer, but it still works out.  It would be nice to have a method to tell how much the specific system can support, but I can see if that's unavailable. 

You seem to be the only person keeping this forum alive, and I would like to thank you for all the questions you have answered.  You have helped a lot getting my game started.