From 1c14335953691629cafdf47e1eac94f173c0445d Mon Sep 17 00:00:00 2001 From: TheMrIron2 Date: Fri, 15 Dec 2017 22:50:03 +0000 Subject: [PATCH] Antialiasing disabled, bilinear filtering enabled Antialiasing isn't worth the performance tradeoff here - forced bilinear filtering instead of nearest neighbour filtering for a tangible texture improvement. May add an option to bump res to 640x480 at progressive output for crisper image. --- ps2/src/Object.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/ps2/src/Object.cpp b/ps2/src/Object.cpp index 14d6e5a..ba42a96 100644 --- a/ps2/src/Object.cpp +++ b/ps2/src/Object.cpp @@ -47,7 +47,7 @@ Object::Object(bool interpolateTexture){ prim.mapping = DRAW_ENABLE; prim.fogging = DRAW_DISABLE; prim.blending = DRAW_DISABLE; - prim.antialiasing = DRAW_ENABLE; + prim.antialiasing = DRAW_DISABLE; // Probably unnecessary? Can be re-enabled later prim.mapping_type = PRIM_MAP_ST; prim.colorfix = PRIM_UNFIXED; @@ -59,8 +59,8 @@ Object::Object(bool interpolateTexture){ lod.calculation = LOD_USE_K; lod.max_level = 0; - lod.mag_filter = interpolateTexture ? LOD_MAG_LINEAR : LOD_MAG_NEAREST; - lod.min_filter = LOD_MIN_NEAREST; + lod.mag_filter = interpolateTexture ? LOD_MAG_LINEAR : LOD_MAG_LINEAR; + lod.min_filter = LOD_MIN_LINEAR; lod.l = 0; lod.k = 0;