3dfxzone.it ~ SFFT Drivers ~ MesaFX ~ 3D-Analyze ~ 3dfx Headlines ~ 3dfx Cards ~
Home | Profile | Register | Active Topics | Members | Search | GoogleSearch | FAQ | 3dfxzone.it
Username:
Password:
Save Password
Forgot your Password?

 Index
 Software Platforms and Apps
 3D-Analyze and TnL games
 3D Analyze mipmap
 New Topic  Reply to Topic
 Print topic

Author Previous Topic Topic Next Topic  

Martin
Novice

Croatia
2 Posts

Posted - 19/01/2006 :  10:38:20  Show Profile  Visit Martin's Homepage  Reply with Quote
Can you please help me with 3D-analyze?

First, I am interested what is the difference between Color mipmap Method 1 and 2?

Second, what do the colors represent? Which of the colors represent higher quality mipmaps, and which lower?

Thanks


roflkopp
Average



138 Posts

Posted - 21/01/2006 :  09:59:01  Show Profile  Visit roflkopp's Homepage  Reply with Quote
Hehe, Tommti added this feature because of my advice (no kidding )

There are two methods because some games use different methods for rendering textures. And each color represents 1 mipmap stage. The reason behind this feature is to give a possibility to check the grade of trilinear interpolation between the mipmaps. So, IHV use sometimes reduced interpolation to improve performance, at the loss of quality. But without colored mipmaps it's hard to identify reduced trilinear (so called "brilinear") filtering on screenshots - whereas you may see in motion pictures a "bow wave" moving around the screen.
Go to Top of Page

Martin
Novice

Croatia
2 Posts

Posted - 21/01/2006 :  19:40:23  Show Profile  Visit Martin's Homepage  Reply with Quote
Trilinear, brilinear... how to recognize which is used?

What does each colour mean (red, blue...)?

Thx

m.
Go to Top of Page

roflkopp
Average



138 Posts

Posted - 22/01/2006 :  00:41:49  Show Profile  Visit roflkopp's Homepage  Reply with Quote
Read this: http://www.3dcenter.org/artikel/2003/10-26_a_english.php

The only sense of the various colours is to make the difference between the mipmaps visible - just like the blue/red/green figures show

If you want to see a "brilinear" filter in action - without colored mipmaps - use a nvidia card, activate the "Trilinear Optimization" (better name would be "Trilinear Worsening")and play a game with sharp textures, e.g. Max Payne(2).

BTW: UT2003/4, Serious Sam and Quake-engine games have even a built-in function to activate colormipmaps...
Go to Top of Page
  Previous Topic Topic Next Topic  
 New Topic  Reply to Topic
 Print topic
Jump To:

 

Forum Rules

Legal Info

Privacy

Contact Us

3dfxzone.it

HWSetup.it

ForumZone.it

 

All trademarks used are properties of their respective owners - Forum Graphics and Contents 2001 - 2014 3dfxzone.it - Forum Engine Snitz Forums