|
|
In 1999, Quake3 Arena was released. At this point in time, graphics hardware
acceleration
is starting to become commonplace in consumer-level PC's, so we are now
starting to see more advanced filtering
of the textures.
In this screenshot from the game we can see that the skull at the base of the pillar is
no longer as pixelated as in the previous examples, but is rather a bit
blurry instead. This is an indication that the rendering engine is now using bilinear-interpolation
filtering for the magnified texture.
This filtering technique trades off the pixelation artifacts for a blurry
appearance.
|