First post, by leileilol
leileilol
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l33t++
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(As in the llvmpipe software renderer of Gallium3D/Mesa.)
I tried llvmpipe the other day and paid a bit of attention with regards to texture filtering, in that whatever it does lines up closely with Geforce2's technique and that was a bit mind provoking...
However while it also does output to lower color depths, it is *extremely banded* and begs for dithering. I do wonder if there's a patch or a fork that adds this, preferably the bad nvidia 16x16 dither matrix on the texture mapper.
(also for extra nvidianess, maybe an option for the incorrect "nvidia's gold standard opengl!!!!" behavior of GL_CLAMP mimicing GL_CLAMP_TO_EDGE. and maybe mock the imprecise GL_S3TC encoding of earlier detonators too)