The Aav dev blg

The Aav dev blg. Wednesday, November 17, 2010. Skylight shadow and stuff. For OpenGL 3 capable cards, I added support for EXT texture arrays. This helps to solve the texture atlas issue, so now there is full mipmapping and anisotropic filtering in there with zero tiling problems. Just wish it was available on older hw too. 2 Same set of textures, and still point filtered in this one. Eventually I will port over my sky system from the old game. Thatll be quite dramatic. Links to this post. Well, in my l.

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The Aav dev blg

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The Aav dev blg. Wednesday, November 17, 2010. Skylight shadow and stuff. For OpenGL 3 capable cards, I added support for EXT texture arrays. This helps to solve the texture atlas issue, so now there is full mipmapping and anisotropic filtering in there with zero tiling problems. Just wish it was available on older hw too. 2 Same set of textures, and still point filtered in this one. Eventually I will port over my sky system from the old game. Thatll be quite dramatic. Links to this post. Well, in my l.

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This web page aavdev.blogspot.com states the following, "Wednesday, November 17, 2010." We saw that the webpage said " For OpenGL 3 capable cards, I added support for EXT texture arrays." It also said " This helps to solve the texture atlas issue, so now there is full mipmapping and anisotropic filtering in there with zero tiling problems. Just wish it was available on older hw too. 2 Same set of textures, and still point filtered in this one. Eventually I will port over my sky system from the old game. Well, in my l."

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