By: David Kanter (dkanter.delete@this.realworldtech.com), August 9, 2011 11:11 am
Room: Moderated Discussions
sJ (home@north.net) on 8/9/11 wrote:
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>David Kanter (dkanter@realworldtech.com) on 8/9/11 wrote:
>---------------------------
>>Enjoy, and as always, feedback and comments are encouraged!
>>
>
>I'd like to point out that neither ATI nor NV had 32 bit FP blending in 2001 (when
>you claim it has been their standard feature for a decade >or more).
Yup, it's been more like half a decade as it turns out.
>In addition, anisotropic filtering is needed outside of perspective distortions
>(when you claim otherwise). Most textures are already warped to some degree already
>from just being mapped to the surface of the polygon mesh, and thus can benefit
>from AF regardless of additional distortion introduced by perspective correction.
Perhaps perspective correction is not the right term, and what I mean is textures/surfaces that are off angle to the view.
>There is also a typo "may yield product" -> "may produce" >under Shader Back-end heading.
Fixed.
David
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>David Kanter (dkanter@realworldtech.com) on 8/9/11 wrote:
>---------------------------
>>Enjoy, and as always, feedback and comments are encouraged!
>>
>
>I'd like to point out that neither ATI nor NV had 32 bit FP blending in 2001 (when
>you claim it has been their standard feature for a decade >or more).
Yup, it's been more like half a decade as it turns out.
>In addition, anisotropic filtering is needed outside of perspective distortions
>(when you claim otherwise). Most textures are already warped to some degree already
>from just being mapped to the surface of the polygon mesh, and thus can benefit
>from AF regardless of additional distortion introduced by perspective correction.
Perhaps perspective correction is not the right term, and what I mean is textures/surfaces that are off angle to the view.
>There is also a typo "may yield product" -> "may produce" >under Shader Back-end heading.
Fixed.
David