hi
I just don’t know, how to best setup anisotropic filters. From common games I know these filters as an alternative to bilinear or trilinear filters. In OpenGL it doesn’t seem to be an alternative, but it is perfectly possible to setup the necessary settings while bilinear or trilinear filters are activated, too. And additionally the anisotropic filters settings don’t have an on/off setting. The most off’ish setting would be to use a float value of zero for the filter GL_TEXTURE_MAX_ANISOTROPY_EXT (the default seems to be 0).
How is it generally done? Will anisotropic filters work best, if I use GL_NEAREST for the TEXTURE_ENV mag/min filters? Does it make any sense to use something different than GL_NEAREST in combination with anisotropic filters? Is it sufficient to use a value of zero for GL_TEXTURE_MAX_ANISOTROPY_EXT to switch anisotropic filters off? Is it true, that the anisotropic filters are enabled by default at 16x? What values actually make sense? (Only 0, 1, 2, 4 ,8, 16? Or are there other valid values?).
Thanks in advance.
Marvin
PS: btw. Shouldn’t there be a common OpenGL-forum (or board, as SMF mistakenly callls them) to discuss about OpenGL in general? I didn’t know, if it was ok, to post in the most general forum, but I didn’t find a more specific, but still matching one.