Question about texture filtering on real hardware
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03-26-2023, 12:05 AM
Post: #1
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Question about texture filtering on real hardware
So I'm making the jump from ps1 romhacking projects to psp, and some of the things I want to do are things like removing the linear filtering on textures. Dithering, too, but less important to me than the filtering. I really like the unfiltered pixelated textures in low-ish poly games.
So I'm wondering, while looking through the GE Debugger that I'm trying to learn; is texture filtering enabled on a texture by texture basis? Are there any sce-functions that can affect the entire frame's texture's filtering that I could hack? It'd be a lot more work to try to hack each texture individually... ^^; I mainly play my PSP games on a vita so I really want this linear filtering on textures gone so I can get that PS1/DS feel I like. Any tips? |
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Messages In This Thread |
Question about texture filtering on real hardware - Arolandis - 03-26-2023 12:05 AM
RE: Question about texture filtering on real hardware - LunaMoo - 03-26-2023, 01:18 PM
RE: Question about texture filtering on real hardware - Arolandis - 03-26-2023, 03:29 PM
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