
Originally Posted by
Coldon
There is a standard, its called the API specs and drivers are supposed to follow them. Now lets say developer A creates custom mipmaps and writes the rendering engine assuming no LOD bias as per the SPECS, and the guys at ATI obviously know better and introduce a driver level LOD bias after the game has shipped, now who's responsibility is it to fix the problem? The developer that followed the API specs or the driver team that knew better.
3D rendering is not the wild west! The whole graphical pipeline is very simple, the developer has control over most key stages in the pipeline except for the finer points of triangle setup/traversal/texture filtering/clipping and to an extent blending. The driver team just needs to ensure that the driver behaves according to the API specs.
From your post, I'm assuming you don't really know what LOD bias does and from where the supposed sharpness comes from.
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