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    Antialiasing vs texture

    Discussion in 'Gaming (Software and Graphics Cards)' started by conejeitor, Oct 30, 2006.

  1. conejeitor

    conejeitor Notebook Evangelist

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    Can you guys explain me what is the difference between antialiasing and texture?
    I mean, usually in games you can modify both variables independently, but when I look in wikipedia or google, they actually seems to mean the same.
    Thanks for the help.
     
  2. Zellio

    Zellio The Dark Knight

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    antialiasing is where they blur blocky outlines to make it look less blocky...

    texture resolution is a resolution of a texture put on a 400x400 model polygon... in effect... In wolfenstein they used 32x32 textures and shoved them on a 400x400 model polygon wall (yes, this is why it looked awful)

    Nowadays it's 1024x0124 textures mapped unto the EQUIVELENT of a 400x400 model polygon wall, so that no textures look funny.

    When I say equivelent, I mean they are mapped so that they don't gotta use the blocky crap used in Wolfenstein. But the general idea still exists.

    If a full wall the size of wolfenstein exists, it'll be the same general idea.

    Crysis is probably 2048x2048 textures mapped unto a 400 polygon wall.
     
  3. Pitabred

    Pitabred Linux geek con rat flail!

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    I think he may mean Anisotropic texture filtering type texture. What that does is it makes textures off in the distance seem sharper and more correct, instead of deforming.

    Antialiasing is like Zellio said. It takes the edges of polygons, and then chooses colors between the two pixels on either side and "blurs" it a bit, so that it appears smoother with fewer "jaggy" edges of things like character models, and anything with lots of detail.

    See this page for more information.