I really shouldn't be trying to help here, as my experience
with SW3D is
pretty non-existent. Still!
My feeble understanding is that, due to the different
maxSize of textures
between DX and OGL, *all textures in OGL show up at half the
resolution of
DX*. This may not be true, but looking at SW3D games between
Windows and
Mac, it often seems to be the case. If not true, and
something else is at
play, at least it would be nice to have this theory
debunked.
The reason I came up with this theory is that whenever I
play an SW3D game
with MIP-mapping, the 'far' map is always much blurrier
than on PCs. And it
does make *some kind* of sense, that to avoid some kind of
issue, the Intel
engineers chose to auto-translate 1024 into 512, etc. etc.
No? It could also
be that this translation only 'turns on' when the SW3D
uses a 512+ map?
/rasmus
On 30/03/06 17:03, "Colin Holgate" <colin funnygarbage.com> wrote:
> At 4:59 PM +0200 3/30/06, Alex da Franca wrote:
>> Didn't know that rescaled textures do look any
better on directX than on OGL.
>
> For any textures that look ok on OpenGl, it might well
look similar
> in DirectX. Text that looks ok on DirectX might be
completely
> unreadable in OpenGL.
>
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