2010-10-07, 04:22 AM
I noticed in the hallway screenshot Som's mipmapping sans anisotropic filtering is pretty prevalent. You won't see that kind of blurring with Ex and the mipmap quality might be better, plus there is linear mip filtering under Ex so there isn't a sharp line cutoff where the mipmaps change (each level is blended with the previous/next)
I guess this means mipmaps are created for custom graphics even though pretty much all of the graphics that come with Som don't have mipmaps / are not mipmapped in game (with Ex mipmaps are generated at runtime for all textures / Som's mipmaps are not never used)
PS: Things feel flat because they are not really 3D (stereoscopic or whatever) so we rely upon visual cues like fog and the fall of light to make sense of things. Strip everything away and you almost might as well be looking at a quilt. Especially if the viewer has a poor grasp of three point perspective.
I guess this means mipmaps are created for custom graphics even though pretty much all of the graphics that come with Som don't have mipmaps / are not mipmapped in game (with Ex mipmaps are generated at runtime for all textures / Som's mipmaps are not never used)
PS: Things feel flat because they are not really 3D (stereoscopic or whatever) so we rely upon visual cues like fog and the fall of light to make sense of things. Strip everything away and you almost might as well be looking at a quilt. Especially if the viewer has a poor grasp of three point perspective.