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Custom filtering

Started by n00body Feb 28, 2007 at 10:53 PM 0 replies 550+ views
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n00body
n00body
For graphics, in this case via OpenGL, are their sufficiently enticing performance or flexibility benefits to implementing my own shader-based filters for texture processing? Or would the benefits be so negligible that I should just rely on the provided functions?

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stanlo
stanlo
Bilinear filtering is done in hardware, so not only is it fast but it's free to impliment. NVidia and ATI put great effort into making fast anisotropic filtering as well.

You'll still need your own filters from time to time for special cases (eg. blur filters, big PCF kernels maybe, big down/upsampling), but there's no reason to code them in anticipation.

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