1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> 2<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en-US" lang="en-US"> 3<!-- InstanceBegin template="/Templates/default_template.dwt" codeOutsideHTMLIsLocked="false" --> 4<head> 5<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 6<meta http-equiv="Content-Style-Type" content="text/css" /> 7<!-- InstanceBeginEditable name="CSS の相対パス指定" --> 8<link href="../../../common/manual.css" rel="stylesheet" type="text/css" /> 9<!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="ページのタイトル" --> 10<title>Texture filter</title> 11<!-- InstanceEndEditable --> 12</head> 13<body> 14<div> 15 <div class="body"> <!-- InstanceBeginEditable name="本文のタイトル" --> 16 <h1>Texture filter</h1> 17 <!-- InstanceEndEditable --> <!-- InstanceBeginEditable name="本文" --> 18 <p>This page describes texture filters.</p> 19 <p>In addition to the standard texture filters, this section also describes texture filters that use mipmaps.</p> 20 <p>For details on texture filters and mipmaps, see the separate document Introduction to CTR Graphics.</p> 21 <h2>Filtering Methods</h2> 22 <p>The texture filter includes two filtering methods.</p> 23 <table> 24 <thead> 25 <tr> 26 <th>Filtering Methods</th> 27 <th>Description</th> 28 </tr> 29 </thead> 30 <tbody> 31 <tr> 32 <th>Point sampling</th> 33 <td>With this method, the corresponding pixels are referenced strictly during pixel color determination. This causes each texel to be displayed boldly.</td> 34 </tr> 35 <tr> 36 <th>Bi-linear filtering.</th> 37 <td>With this method, the neighboring texel colors are interpolated during pixel color determination. This causes the texture image to be displayed smoothly.</td> 38 </tr> 39 </tbody> 40 </table> 41 <p>Figure 1 Image of the Nearest and Linear Filtering Methods</p> 42 <img class="user_guide_chart" src="assets/texture_filter.png" alt="Texture filter"/> 43 <h3>Filtering Using a Mipmap Texture</h3> 44 <p>If a texture uses mipmaps and is displayed on the screen in enlarged/reduced fashion, you can also specify texture filters that span multiple mipmap levels.</p> 45 <p>List of Filtering Methods Selectable When Using Mipmaps</p> 46 <table> 47 <thead> 48 <tr> 49 <th>Filtering Methods</th> 50 <th>Description</th> 51 </tr> 52 </thead> 53 <tbody> 54 <tr> 55 <th>Nearest - mipmap - nearest</th> 56 <td>Performs point sampling within the texture image, with no interpolation between mipmap levels.</td> 57 </tr> 58 <tr> 59 <th>Nearest - mipmap - linear</th> 60 <td>Performs point sampling on the texture image, with interpolation between mipmap levels.</td> 61 </tr> 62 <tr> 63 <th>Linear - mipmap - nearest</th> 64 <td>Performs bilinear filtering on the texture image, with no interpolation between mipmap levels.</td> 65 </tr> 66 <tr> 67 <th>Linear - mipmap - linear</th> 68 <td>Performs bilinear sampling on the texture image, with interpolation between mipmap levels.</td> 69 </tr> 70 </tbody> 71 </table> 72 <h4>Differences in Appearance Based on the Filtering Method</h4> 73 <p>Figure 2 Differences in Appearance Among Filtering Methods Using MipMaps</p> 74 <img class="user_guide_chart" src="assets/texture_filter_mipmap.png" alt="Mipmap Filtering"/> 75 <p class="new_hint"><B>Note:</B> When using mipmaps, textures are displayed on-screen at a resolution appropriate to the surface area being displayed. You can therefore reduce the load from processing texels, such as when applying a large texture to small screen area. That said, there is still a load incurred even when using mipmaps when the mipmap level filtering method is configured for smooth interpolation.</p> 76 <!-- InstanceEndEditable --> </div> 77 <div class="footer" /> 78</div> 79<hr><p>CONFIDENTIAL</p></body> 80<!-- InstanceEnd --> 81</html>