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@rygorous@mastodon.gamedev.place

Post #1489175

2026-03-30 22:13 UTC

They don't bother generating less than 4 samples per pixel (because really, why would you, are we PEASANTS?) but go up to 16. All texture samples are trilinear, because _of course_ they are.

Replies (2)

  • "By default, colors are stored with 12 bits per red, green, blue and alpha component." "Depth values are 32 bits each, and are normally required only for each subpixel sample." On the display HW, "Color components are then dithered from 12 bits to 10 and gamma corrected using 1024x8 lookup tables." (into an 8-bit DAC to the monitor) "Color indexes are dereferenced in a 32k-location lookup table, supporting separate color lookup tables for each of up to 40 windows on the screen"

    Open ##1489176

  • @rygorous look if it's not anisotropic then is it even filtering?

    Open ##1489248