Software Rendering

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Software Rendering

Post  dinos on Mon Mar 24, 2008 6:04 am

First of all there is something I had in my mind trying with some doom source port but DelphiDoom did it before I even started.

How would Doom look like with bilinear filtering on walls and floor/ceiling and how feasible is this with software rendering. I have even seen how the walls would like if interpolation is done in 1D over the vertical wall columns (which is the initial interpolation on wall columns I was thinking trying to code and never did Very Happy . For some reason, when you select the high-resolution texture packs the interpolation on walls is 1D while it's only proper 2D with the original textures. Also with the high-resolution packs the port doesn't filter the floor/ceiling texture which makes the high-resolution texture mode much faster than the one with the original textures where everything in the screen has true bilinear filtering.

I don't know why this happens and if I could also change some setting to see how the high-resolution textures look with 2D filtering (but with 1D they also look great not very close enough) but that's still great because the game is faster

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Re: Software Rendering

Post  jval on Mon Mar 24, 2008 9:16 am

Texture filtering is done using a factor "x 4", that means that original textures are scaled by 4. External hi-resolution textures that have size >= 4 are not filtered. In addition if you use 32 bit external textures at the same size as default WAD textures you will notice the filtering.

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