Timeline for How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality?
Current License: CC BY-SA 3.0
13 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 13, 2021 at 20:14 | answer | added | Ruslan | timeline score: 6 | |
| Dec 5, 2019 at 3:01 | history | tweeted | twitter.com/StackGameDev/status/1202422610484695040 | ||
| May 16, 2015 at 11:43 | answer | added | Adam | timeline score: 14 | |
| May 16, 2015 at 10:08 | history | reopened | DMGregory♦ jhocking Anko Adam Maximus Minimus | ||
| May 15, 2015 at 20:01 | history | edited | Anko | CC BY-SA 3.0 | Simplified wording. |
| May 15, 2015 at 19:18 | review | Reopen votes | |||
| May 16, 2015 at 10:11 | |||||
| May 15, 2015 at 19:10 | comment | added | Jake | @DMGregory Thanks for adjusting the title. Hopefully, it will be re-opened. | |
| May 15, 2015 at 19:09 | history | edited | Jake | CC BY-SA 3.0 | added 1 character in body |
| May 15, 2015 at 18:55 | comment | added | DMGregory♦ | Nominated to re-open. I've edited the headline to remove the "which is better?" opinion focus. I think there's a legitimate question here about how mipmapping, anisotropic filtering, and anti-aliasing combine to reduce rendering artifacts, and also some common misconceptions about mipmapping worth clarifying in an answer. | |
| May 15, 2015 at 18:53 | history | edited | DMGregory♦ | CC BY-SA 3.0 | Rephrasing the question to be less about "which is better" (opinion), and more about what these techniques contribute (has factual answer) |
| May 15, 2015 at 18:29 | history | closed | House | Opinion-based | |
| May 15, 2015 at 18:28 | review | First posts | |||
| May 15, 2015 at 18:33 | |||||
| May 15, 2015 at 18:26 | history | asked | Jake | CC BY-SA 3.0 |