Anisotropic Filtering and Full Scene Anti Aliasing (FSAA)
by Tony Pottier · in Torque Game Engine · 06/07/2004 (8:22 am) · 1 replies
Since the torque is quite a bit old, it's easy to play with FSAA 2x and Anisotropic Filtering at 8x without killing the performances. So, my question is simple : since you can choose the textures' number of colors (16 or 32bits) directly from a Torque Game, is it possible to do the same with FSAA and Anisotropic Filtering and how ?
Of course this can be done by browsing your 3D graphic card properties, but since most of the players don't even know about thoses features, it'd be nice to incorporate them into a Torque GUI.
Of course this can be done by browsing your 3D graphic card properties, but since most of the players don't even know about thoses features, it'd be nice to incorporate them into a Torque GUI.
About the author
Associate Kyle Carter