| bilinear texture filtering
In 3D graphics--especially with
games--you don't want a graphics cards to grab texture maps from memory
and simply write them on your computer screen: as the polygons drawn
onscreen got bigger, they would take on a blocky or chunky look. To
improve the ability to scale 3D graphics, you need to filter them.
Bilinear texture filtering is a sophisticated technique that averages the
four adjacent texels or interpolates, thus creating a new texel. Games
require at least this level of texture filtering; beware of benchmarks
that don't quote either this method or a better one. |