Search found 3 matches

by gabest
Mon Jul 27, 2009 12:53 am
Forum: PS2 Development
Topic: TEX1
Replies: 3
Views: 3253

Ok, tested it myself... it was MXL = 0, when this is zero MMIN is ignored and only MMAG is used.

(btw, the GIF_SET_TEX1 macro has a bug, strips the msb of TEX1.K, masks one bit less)
by gabest
Mon Jul 20, 2009 7:12 pm
Forum: PS2 Development
Topic: TEX1
Replies: 3
Views: 3253

That certainly gives a good idea on how K/L/Q can be calculated, but my problem is after that, when rendering. The reason why the GS still chooses MMAG instead of MMIN with those values.
by gabest
Mon Jul 20, 2009 5:22 pm
Forum: PS2 Development
Topic: TEX1
Replies: 3
Views: 3253

TEX1

I'm looking for a someone who could help me clarify how the TEX1 register really controls texture filtering. Preferably with test elfs :P I'm too unexperienced to create any and don't have the needed equipment other than rewritable discs... :( So, it would be a great help for me. The problem is that...