Software Rendering
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Software Rendering
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
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
dinos- Posts: 9
Join date: 2008-03-24
Re: Software Rendering
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.
jval- Admin
- Posts: 45
Join date: 2007-09-28

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