[gameprogrammer] Re: WebGL has low quality bilinear filtering?

  • From: "Vince" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "uberneen@xxxxxxxxx" for DMARC)
  • To: "gameprogrammer@xxxxxxxxxxxxx" <gameprogrammer@xxxxxxxxxxxxx>
  • Date: Thu, 4 Jun 2015 20:55:42 +0000 (UTC)

Firstly, I'm thrilled to see some action here again.
I have not done much raw work in WebGL, but if I was looking for
state-of-the-art examples, I would check out three.js.
Vince~

From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
To: gameprogrammer@xxxxxxxxxxxxx
Sent: Thursday, June 4, 2015 3:21 PM
Subject: [gameprogrammer] WebGL has low quality bilinear filtering?

Anyone out there do any webgl? might be a generic gfx question though...
Check this out:http://demofox.org/BilinearTest/bilineartest.html

The left side uses the built in bilinear filtering and has obvious noise / non
smoothness in the interpolation.
The right side grabs the four pixels and does the bilinear interpolation in the
shader, which makes for nice smooth interpolation.
No matter i try, i cannot seem to make the built in interpolation higher
quality.  I've tried a few different machines and all major browsers, all has
the same results.
Does anyone know if this is a solvable issue? or is it what we live with, with
current hardware?
Thanks!!

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