Didjynn
Member
Hello everyone,
I was trying to understand all the anti aliasing we have in Gamemaker but it seems tricky to me.
gpu_set_texfilter(true)
This one is quite good already
display_reset(aa, vsync);
I never really saw any difference with it on or off even at 8 (maximum level)
gpu_set_tex_mip_filter(tf_anisotropic)
It seems to go the exact same than gpu_set_texfilter(true)
I really compared the 2 in real time and if I activate texfilter and deactivate tex_mip then it is exactly the same, pixel perfect.
I'm trying to improve the aliasing as much as possible in my game and I'm trying to not activate everything to keep performances as good as possible, any help about that and anti aliasing understanding (of these 3 lines of code and more if possible ? I do know how anti aliasing normally work, my problem is only to understand gamemaker about that)
Thanks for your time,
Cheers
I was trying to understand all the anti aliasing we have in Gamemaker but it seems tricky to me.
gpu_set_texfilter(true)
This one is quite good already
display_reset(aa, vsync);
I never really saw any difference with it on or off even at 8 (maximum level)
gpu_set_tex_mip_filter(tf_anisotropic)
It seems to go the exact same than gpu_set_texfilter(true)
I really compared the 2 in real time and if I activate texfilter and deactivate tex_mip then it is exactly the same, pixel perfect.
I'm trying to improve the aliasing as much as possible in my game and I'm trying to not activate everything to keep performances as good as possible, any help about that and anti aliasing understanding (of these 3 lines of code and more if possible ? I do know how anti aliasing normally work, my problem is only to understand gamemaker about that)
Thanks for your time,
Cheers