I am current working on the Appearance attributes. I have especially cleaned up the texture filters. Instead of strange names like NEAREST, LINEAR, LINEAR_MIPMAP_LINER, etc., which is very odd and which cannot be used uniformly for base-level- and multi-level-textures, I ended up with the following settings:
mag-filter:
min-filter:
- POINT
- BILINEAR
- TRILINEAR
- ANISOTROPIC_2
- ANISOTROPIC_4
- ANISOTROPIC_8
- ANISOTROPIC_16
These terms are very well known from common game settings and everyone will know, what to choose from these values. The rendering code chooses the correct OpenGL-values from these enum elements (in a much cheaper way than before).
Now I wonder, if there is any good reason to keep different settings for mag- and min filter (in the API).
Here is my question:
Does anybody use (e.g.) POINT filter for mag and LINEAR filter for min (at the same time)? I guess, nobody will do this and we can have a much simpler API, where we only have the settings of the above min-filter, which applies the best available for both.
This means, that if TRILINEAR is selected, mag-filter would use BILINEAR and min-filter would use TRILINEAR. If POINT is selected, both would use POINT, etc.
What do you think?
Marvin