zeck –
I’m curious what you mean by the sampling theory stuff on top. My understanding is that the issue is not an aliasing problem, but an offset problem (like jitter or phase error). In multisampling, the geometry and texture sample locations are in different locations, and the discrepancy projected onto texture space can be arbitrarily large (depending on the screen slope of the primitve). So texel boundaries in your packed textures will only have limited success there. Is this true?
I am also curious about the rotated quad screenshots above, particularly the 256x256 phenom. It’s my understanding that the minimum texture coord precision is 10 bits, so 256x256 shouldn’t be a problem. Maybe it’s because texels are smaller, so in texture space the discrepancy is magnified?
I don’t know much about packing textures, but I’m wondering if you can clamp the LOD to enable mip mapping on packed textures, so long as the packed textures are on some power of 2 boundary. I guess this would probably wreck havoc on texture coordinates etc.
Miscellaneous facts about MIP-mapping:
You can use mip-mapping to guarantee no aliasing, but not using mip-mapping will not necessary guarantee aliasing. If you sample a low-frequency texture (such as a lightmap), as long as you don’t drop below that sampling frequency (which is capped by texture resolution, but otherwise independent) you will not get aliasing.
Usually, for textures that are going to be used in a variety of different resolutions, mip-mapped textures perform considerably better due to heightened sampling coherence. This doesn’t have anything to do with “texture stride” which doesn’t make sense except in the case for rectangle textures, which can’t be mip-mapped. In video memory, textures are tiled/swizzled. This is as simple as performing permutations on the address wires so it is at little cost to the hardware. It’s possible to treat frame buffers this way as well.
-Won
[This message has been edited by Won (edited 07-21-2003).]