Re: Texture minification filter PF_ vs GL_

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Angus Dorbie (dorbie++at++sgi.com)
Wed, 21 Oct 1998 14:33:50 -0700


Angus Dorbie wrote:
>
> Jean-Luc Dery wrote:
> >
> > Hi folks,
> >
> > I'm having a hard time figuring out the mipmapping token equivalents of OpenGL
> > within Performer. Basically, OGL provides the following tokens for the texture
> > minification filtering:
> >
> > GL_NEAREST PF_POINT
> > GL_LINEAR PF_LINEAR
> > GL_NEAREST_MIPMAP_NEAREST PF_???
> > GL_LINEAR_MIPMAP_NEAREST PF_???
> > GL_NEAREST_MIPMAP_LINEAR PF_???
> > GL_LINEAR_MIPMAP_LINEAR PF_???
> >
> > Which would be the equivalents in Performer ???
>
> PFTEX_MIPMAP_POINT
> PFTEX_MIPMAP_LINEAR
> PFTEX_MIPMAP_BILINEAR
> PFTEX_MIPMAP_TRILINEAR
>
> Derived from IrisGL tokens. Just use the OpenGL tokens if you are in any
> doubt.
>
> >
> > And what exactly is PF_BILINEAR and PF_TRILINEAR ???
>
> Magnification filters for 2D & 3D textures.
> Again, just use the OpenGL tokens if in doubt.

The bilinear and trilinear also work as minification filters,
but it's the same thing, get the nearest samples & interpolate.

>
> Cheers,Angus.
>
> --
> "Only the mediocre are always at their best." -- Jean Giraudoux
>
> For advanced 3D graphics Performer + OpenGL based examples and tutors:
> http://www.dorbie.com/
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-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/


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