How do we know when to use anisotropic filtering? Do we check the mapped shape of every pixel in the texture space?
How does adding more MIP maps resolve the issue with the stretched out samples?
Roughly how much area of a graphics card is devoted to texture mapping?
Do anisotropic filtering usually performs better at showing textures? I often see it as the most advanced filtering options in video games.
How do we know when to use anisotropic filtering? Do we check the mapped shape of every pixel in the texture space?
How does adding more MIP maps resolve the issue with the stretched out samples?
Roughly how much area of a graphics card is devoted to texture mapping?
Do anisotropic filtering usually performs better at showing textures? I often see it as the most advanced filtering options in video games.