Re: Texture minification filter PF_ vs GL_

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Jean-Luc Dery (dery++at++discreet.com)
Thu, 22 Oct 1998 00:00:40 -0400


On Oct 21, 2:29pm, Angus Dorbie wrote:
Hi folks,

Thank Angus for the very quick response on my previous mail.

... But I'm still having problems with texture filtering.

Thanks to your reply, here's what I have which is behaving exactly the same way
in both OGL and PF applications:

PFTEX_POINT GL_NEAREST
PFTEX_LINEAR GL_LINEAR
PFTEX_MIPMAP_POINT GL_NEAREST_MIPMAP_NEAREST
PFTEX_MIPMAP_LINEAR GL_NEAREST_MIPMAP_LINEAR
PFTEX_MIPMAP_BILINEAR GL_LINEAR_MIPMAP_NEAREST
PFTEX_MIPMAP_TRILINEAR GL_LINEAR_MIPMAP_LINEAR

>
> Derived from IrisGL tokens. Just use the OpenGL tokens if you are in any
> doubt.

I tried that and it didn't work; min filtering was always done with PFTEX_POINT
no matter what GL_XXX token I used.

>
> >
> > And what exactly is PF_BILINEAR and PF_TRILINEAR ???

If I rephrase my previous question the other way around, what would be the OGL
equivalents of the following PF tokens ?

PF minification filters:
PFTEX_BILINEAR GL_???
PFTEX_TRILINEAR GL_???

PF magnification filters:
PFTEX_BILINEAR GL_???
PFTEX_TRILINEAR GL_???

Thanks again for any help,

Jean-Luc

-- 
_____________________________________________________________________________

Jean-Luc Dery Discreet Logic Technical Leader 10 Duke Street 3-D Graphics Technology and Montreal (Quebec), Canada, H3C 2L7 Realtime Systems Tel: (514) 954-7239 Email: jean-lucD++at++discreet.com Fax: (514) 393-0110 _____________________________________________________________________________


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