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	<title>Comments on: How to Turn Off Bilinear Filtering in OpenGL</title>
	<atom:link href="http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/feed/" rel="self" type="application/rss+xml" />
	<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/</link>
	<description>A Blog about Graphics Programming, Game Programming, Tips and Tricks</description>
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	<item>
		<title>By: ATI</title>
		<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-2180</link>
		<dc:creator><![CDATA[ATI]]></dc:creator>
		<pubDate>Fri, 25 Feb 2011 13:24:10 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-2180</guid>
		<description><![CDATA[ATI doesn&#039;t support this correctly.  It keeps the filtering on even if it&#039;s forced on on the control panel (Anisotrophic filtering). That is a nuicance.  On Nvidia it works correctly.]]></description>
		<content:encoded><![CDATA[<p>ATI doesn&#8217;t support this correctly.  It keeps the filtering on even if it&#8217;s forced on on the control panel (Anisotrophic filtering). That is a nuicance.  On Nvidia it works correctly.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: justjohnny</title>
		<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-1827</link>
		<dc:creator><![CDATA[justjohnny]]></dc:creator>
		<pubDate>Fri, 21 May 2010 03:24:36 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-1827</guid>
		<description><![CDATA[Wrapping? Hooking?

I&#039;m not sure completely, but I know that there are some pretty clever cats over at the Windows 2000 Gaming(Playing XP games on Windows 2000) forum that would know how to do it.]]></description>
		<content:encoded><![CDATA[<p>Wrapping? Hooking?</p>
<p>I&#8217;m not sure completely, but I know that there are some pretty clever cats over at the Windows 2000 Gaming(Playing XP games on Windows 2000) forum that would know how to do it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: gregd1024</title>
		<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-1748</link>
		<dc:creator><![CDATA[gregd1024]]></dc:creator>
		<pubDate>Sat, 13 Mar 2010 21:31:34 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-1748</guid>
		<description><![CDATA[bdude - I&#039;ve noticed that on some graphics cards you can&#039;t turn off bilinear filtering on small resolutions (below 640x480). I&#039;m thinking it&#039;s a driver bug, and not the cards themselves. Have you tried writing your own pixel shader just for the texture mapping?

-Greg Dolley]]></description>
		<content:encoded><![CDATA[<p>bdude &#8211; I&#8217;ve noticed that on some graphics cards you can&#8217;t turn off bilinear filtering on small resolutions (below 640&#215;480). I&#8217;m thinking it&#8217;s a driver bug, and not the cards themselves. Have you tried writing your own pixel shader just for the texture mapping?</p>
<p>-Greg Dolley</p>
]]></content:encoded>
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	<item>
		<title>By: bdude</title>
		<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-1722</link>
		<dc:creator><![CDATA[bdude]]></dc:creator>
		<pubDate>Tue, 09 Feb 2010 06:10:59 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-1722</guid>
		<description><![CDATA[Hi

I&#039;ve tried this but my game still ends up being blurry, it runs perfect and all, just can&#039;t get rid of blurry-ness. It&#039;s 320x240, and needs to be pixel-perfect. I understand games with resolutions smaller than 640x480 blurs on new graphics cards. Is there anyway I can avoid it? Or should just using GL_NEAREST fix it? In my case it doesn&#039;t seem to help, only for games larger than 640x480.]]></description>
		<content:encoded><![CDATA[<p>Hi</p>
<p>I&#8217;ve tried this but my game still ends up being blurry, it runs perfect and all, just can&#8217;t get rid of blurry-ness. It&#8217;s 320&#215;240, and needs to be pixel-perfect. I understand games with resolutions smaller than 640&#215;480 blurs on new graphics cards. Is there anyway I can avoid it? Or should just using GL_NEAREST fix it? In my case it doesn&#8217;t seem to help, only for games larger than 640&#215;480.</p>
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	</item>
	<item>
		<title>By:  </title>
		<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-1633</link>
		<dc:creator><![CDATA[ ]]></dc:creator>
		<pubDate>Sun, 20 Sep 2009 03:35:37 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-1633</guid>
		<description><![CDATA[How would I go about disabling it entirely?

I like the PSX look for games. Old games where the textures are low res have a lot of charm in software mode and appear more detailed. A Vagrant Story look I wish carried on.

There must be some way of forcing the graphics card from doing it. A win-win tweak that would increase detail and performance. I&#039;d donate to a software developer that provided an app to force essential unused tweaks like texture compression, backface cull, only rendering the current FOV etc.

It&#039;s strange and ugly the way graphics have gone. Thousands of triangles for a simple spherical shape that could be done with a volumetric equasion instead. Could use a extrude height map for both sides to make an object as detailed as the map&#039;s resolution. Maybe the people that make it all work already know this but aren&#039;t able to implement it.]]></description>
		<content:encoded><![CDATA[<p>How would I go about disabling it entirely?</p>
<p>I like the PSX look for games. Old games where the textures are low res have a lot of charm in software mode and appear more detailed. A Vagrant Story look I wish carried on.</p>
<p>There must be some way of forcing the graphics card from doing it. A win-win tweak that would increase detail and performance. I&#8217;d donate to a software developer that provided an app to force essential unused tweaks like texture compression, backface cull, only rendering the current FOV etc.</p>
<p>It&#8217;s strange and ugly the way graphics have gone. Thousands of triangles for a simple spherical shape that could be done with a volumetric equasion instead. Could use a extrude height map for both sides to make an object as detailed as the map&#8217;s resolution. Maybe the people that make it all work already know this but aren&#8217;t able to implement it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mike</title>
		<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-593</link>
		<dc:creator><![CDATA[Mike]]></dc:creator>
		<pubDate>Sun, 15 Mar 2009 10:26:02 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-593</guid>
		<description><![CDATA[Thanks, been looking for this for a while and found it here. Finally removed the annoying blur]]></description>
		<content:encoded><![CDATA[<p>Thanks, been looking for this for a while and found it here. Finally removed the annoying blur</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Game Rendering &#187; Bilinear Interpolation</title>
		<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-448</link>
		<dc:creator><![CDATA[Game Rendering &#187; Bilinear Interpolation]]></dc:creator>
		<pubDate>Sun, 05 Oct 2008 15:18:58 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-448</guid>
		<description><![CDATA[[...] Here&#8217;s some discussion why you should not always use bilinear interpolation: http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/ [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Here&#8217;s some discussion why you should not always use bilinear interpolation: <a href="http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/" rel="nofollow">http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/</a> [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Danial</title>
		<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-439</link>
		<dc:creator><![CDATA[Danial]]></dc:creator>
		<pubDate>Tue, 05 Aug 2008 23:53:54 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-439</guid>
		<description><![CDATA[Nhancer DOES provide Mipmapping settings, they are on the compatibility tab,]]></description>
		<content:encoded><![CDATA[<p>Nhancer DOES provide Mipmapping settings, they are on the compatibility tab,</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: gregd1024</title>
		<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-420</link>
		<dc:creator><![CDATA[gregd1024]]></dc:creator>
		<pubDate>Mon, 21 Jul 2008 20:02:06 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-420</guid>
		<description><![CDATA[Hi Ac,

Well, maybe I&#039;m missing something, but how would you intercept the calls?

-Greg]]></description>
		<content:encoded><![CDATA[<p>Hi Ac,</p>
<p>Well, maybe I&#8217;m missing something, but how would you intercept the calls?</p>
<p>-Greg</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ac</title>
		<link>http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-418</link>
		<dc:creator><![CDATA[ac]]></dc:creator>
		<pubDate>Mon, 21 Jul 2008 12:11:11 +0000</pubDate>
		<guid isPermaLink="false">http://gregdolleysblog.wordpress.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/#comment-418</guid>
		<description><![CDATA[There doesn&#039;t appear to be option in Nhancer (nvidia card setting customizer) for doing this.

The idea I&#039;m getting is that for playing old games you could intercept these calls, turn off the filtering, then if you wanted you could for each texture (that now looks blocky low res) apply a better filter invidually such as hq2x.fx in pixel shader. (this makes old 320x200 games look like they were made today, rather amazing effect)

Could be it wouldn&#039;t work, too expensive? Just a thought, making some of those old 3d games look better in a generic way seems interesting.]]></description>
		<content:encoded><![CDATA[<p>There doesn&#8217;t appear to be option in Nhancer (nvidia card setting customizer) for doing this.</p>
<p>The idea I&#8217;m getting is that for playing old games you could intercept these calls, turn off the filtering, then if you wanted you could for each texture (that now looks blocky low res) apply a better filter invidually such as hq2x.fx in pixel shader. (this makes old 320&#215;200 games look like they were made today, rather amazing effect)</p>
<p>Could be it wouldn&#8217;t work, too expensive? Just a thought, making some of those old 3d games look better in a generic way seems interesting.</p>
]]></content:encoded>
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