I've got a question to the r600 developers.
Does it have AF (anisotropic filtering) support? It seems to say so (GL_EXT_texture_filter_anisotropic extension is there) but I can't see any difference between trilinear and trilinear + AF textures in my sample OpenGL program. Am I doing something wrong way or is this feature simply incomplete? In former case I can show my sample program, but I doubt that. Sample Windows application (through wine) also doesn't show difference between AF and no-AF.
I know that there are many OpenGL extensions that are marked as "supported" but aren't implemented yet. Is it a case here or a bug?
Does it have AF (anisotropic filtering) support? It seems to say so (GL_EXT_texture_filter_anisotropic extension is there) but I can't see any difference between trilinear and trilinear + AF textures in my sample OpenGL program. Am I doing something wrong way or is this feature simply incomplete? In former case I can show my sample program, but I doubt that. Sample Windows application (through wine) also doesn't show difference between AF and no-AF.
I know that there are many OpenGL extensions that are marked as "supported" but aren't implemented yet. Is it a case here or a bug?
Comment