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Re:I Love Software Rendering by cubefox on Friday October 16, 2026 @11:56AM (#50120007)
His point is more about the texture filtering than about anti aliasing. Software rendered games never supported texture filtering (although they could have, at a significant cost), they always used simple nearest neighbor scaling. Of course you can turn filtering off on a GPU too, but hardly any game ever did that.
Re:I Love Software Rendering by Narishma on Friday October 16, 2026 @11:27PM (#50127642)
> Software rendered games never supported texture filtering

Unreal did. Or maybe Unreal 2, I don't remember which.

Re:I Love Software Rendering by cubefox on Saturday October 17, 2026 @03:44AM (#50128868)
It didn't use true bilinear filtering, but another technique: Texture Coordinate Space Dithering https://www.flipcode.com/archives/Texturing_As_In_Unreal.sht...