That's how GZDoom and old games do bilinear filtering:
That's how FTEQW, GIMP, Blender and modern game engines do it:
It's especially noticeable on motley (e.g. heavily dithered) textures.
Moderator: GZDoom Developers
Graf Zahl wrote:That's a bad texture for demonstration.
Rachael wrote:In order to do this correctly the entire scene would have to be rendered in a (2.2) gamma and then render it back with a (1.0/2.2) gamma in post. I don't think there is any other way to do this to get the desired result.
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