I've never tested anisotropic filtering before, but the results I get with this new driver are not very impressive.
If I use trilinear filtering with OpenGL (i.e. min filter = GL_LINEAR_MIPMAP_LINEAR) with NO anisotropic filtering, I get quite good results. Of course, I get the filtering between texture LODs as expected.
However, when I go in the control panel to enable anisotropic filtering (2x up to 16x), the Radeon does not filter between mipmaps anymore! What I get is a better filtering within a given mipmap, but no filtering between mipmaps (i.e. sharp transitions between mipmaps) It looks more like GL_LINEAR_MIPMAP_NEAREST filtering than anything else. I
Does anyone know if it is a known limitation of the Radeon 8500 chip? Do we know if other 3D chips (like nVidia) work the same?
Ozo8500
P.S.: You can easily test it yourself by compiling this simple opengl program: http://www.opengl.org/developers/code/examples/redbook/mipmap.c
Don't forget to change the filtering modes to GL_LINEAR_MIPMAP_LINEAR instead of GL_NEAREST_MIPMAP_NEAREST (for minification) and to GL_LINEAR instead of GL_NEAREST (for magnification).
If I use trilinear filtering with OpenGL (i.e. min filter = GL_LINEAR_MIPMAP_LINEAR) with NO anisotropic filtering, I get quite good results. Of course, I get the filtering between texture LODs as expected.
However, when I go in the control panel to enable anisotropic filtering (2x up to 16x), the Radeon does not filter between mipmaps anymore! What I get is a better filtering within a given mipmap, but no filtering between mipmaps (i.e. sharp transitions between mipmaps) It looks more like GL_LINEAR_MIPMAP_NEAREST filtering than anything else. I
Does anyone know if it is a known limitation of the Radeon 8500 chip? Do we know if other 3D chips (like nVidia) work the same?
Ozo8500
P.S.: You can easily test it yourself by compiling this simple opengl program: http://www.opengl.org/developers/code/examples/redbook/mipmap.c
Don't forget to change the filtering modes to GL_LINEAR_MIPMAP_LINEAR instead of GL_NEAREST_MIPMAP_NEAREST (for minification) and to GL_LINEAR instead of GL_NEAREST (for magnification).