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3D Basics 2: Anti-Aliasing, RAM, and Z Image 1 of 9 ( Guides > Articles ) Pics, Screens, Photos
Vertex lighting
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3D Basics 2: Anti-Aliasing, RAM, and Z Image 2 of 9 ( Guides > Articles ) Pics, Screens, Photos
Q3 with lightmap
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3D Basics 2: Anti-Aliasing, RAM, and Z Image 3 of 9 ( Guides > Articles ) Pics, Screens, Photos
The 8-light
test is a good example
of directional lights
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3D Basics 2: Anti-Aliasing, RAM, and Z Image 4 of 9 ( Guides > Articles ) Pics, Screens, Photos
The headlights illustrate
spot lights
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3D Basics 2: Anti-Aliasing, RAM, and Z Image 5 of 9 ( Guides > Articles ) Pics, Screens, Photos
No mip-mapping
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3D Basics 2: Anti-Aliasing, RAM, and Z Image 6 of 9 ( Guides > Articles ) Pics, Screens, Photos
Mip-mapping enabled
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3D Basics 2: Anti-Aliasing, RAM, and Z Image 7 of 9 ( Guides > Articles ) Pics, Screens, Photos
Bilinear filtering
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3D Basics 2: Anti-Aliasing, RAM, and Z Image 8 of 9 ( Guides > Articles ) Pics, Screens, Photos
Trilinear filtering
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3D Basics 2: Anti-Aliasing, RAM, and Z Image 9 of 9 ( Guides > Articles ) Pics, Screens, Photos
Anisotropic filtering
   
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Read: 3D Basics 2: Anti-Aliasing, RAM, and Z3D Basics 2: Anti-Aliasing, RAM, and Z

Next in our lineup of 3D basics articles, we work our way through the rest of the basic rendering pipeline, covering anti-aliasing, memory usage, dept...[ Read More ]

Maintainer: Tony Smith
Date: August 02, 2001
Category: Guides : Articles
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