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

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Thu, 4 Jun 2015 14:10:43 -0700

In this case, it's been super difficult to find any info because...
1) Not many people really do WebGL, which makes it hard to find WebGL info
out there specifically.
2) My usage case of wanting to bilinear interpolate data i've stored in
textures really doesn't seem to be common at all, which makes it hard to
find info about this topic - in any API - hard to find info on.

If I don't hear of anything and can't find anything, i'm going to try it in
DX and OpenGL and see if they have the same precision problems :P

On Thu, Jun 4, 2015 at 1:55 PM, Vince <dmarc-noreply@xxxxxxxxxxxxx> wrote:

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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