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Anisotropic Fitering
When using mipmapped textures in your OpenGL applications you might sometimes
notice that those textures are often severly blurred when the camera looks at
the them from an oblique angle. That is because the texture mapping mode assumes
that the texture space is a square - so isotropic - while in reality it is
rather long and narrow - anisotropic. And here is where anisotropic filtering
comes into the game which allows to increase texture quality of those textures.
Example code to enable the anisotropic texture filtering extension:
if( gl.isExtensionAvailable("GL_EXT_texture_filter_anisotropic") )
{
float max[] = new float[1];
gl.glGetFloatv( GL.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, max, 0 );
gl.glTexParameterf( GL.GL_TEXTURE_2D,
GL.GL_TEXTURE_MAX_ANISOTROPY_EXT,
max[0] );
}