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GSdx: Automatic HW Mipmapping #2099
Adds automatic HW mipmapping support.
Add GUI menu and tooltip for Automatic mipmap
Rename "Very Slow" text option to "Slow" for full mipmap
Note: Not all games are added. So it needs a bit of work.
I'm still not in favor of implementing this personally, but the code seems to work OK for the most part.
This is what mipmapping causes on the ground textures on GT4. OpenGL and Direct3D so I won't add it if it fixes but breaks something else.
Let's just stick with games where mipmapping is essential like Ace combat , R&C and other games with similar issues.
The video is from Half/Basic mipmap. Full does the same.
edit: The brighter texture is properly rendered on Software mode with mipmapping enabled. HW mode without mipmap the brighter texture is not there. Mipmap tries to emulate the brighter texture but not properly which causes that flickering.
tl-dr: mipmapping isn't accurate on GT4 and causes some issues.
The determinant should be whether you broke more than what you fix, tbh.
Anyway, this should be expanded to include just about everything else too imo #1894
Looking at the code, it should be better to do something like that (in GSRendererHW.cpp)
It avoids to create new variable and to put more code in the rendering loop. (Note, you can extend the above with FULL mode)
Edit: bonus point for creating a nice enum :)
There are no games on the Full list atm so there is no reason to have it. If a game pops up it will be added ofc.