No it didn't work, mip mapping was still present. I basically gave up trying to disable it or finding some way to enable trilinear filtering. I've just resorted to force enabling 4x anisotropic filtering in my video card drivers, which is way better than trilinear filtering, but is also a huge performance hit. Luckily Fl isn't that performance intensive to being with.
The problem with mip-mapping is that it can drastically vary from card to card and driver to driver. It's really hard to control the quality mip-mapping because it's a hardware feature. Basically the only control you have over it is to tell whatever 3D API you're using to enable mip-mapping. How it's implemented is a bit out of your control, beyond defining a few things (Direct X has more control, in OpenGL it's basically on/off).
Those screens look like their running on an nVidia card and they had the mip-mapping bias set to highest performance, which uses a very low number of mip-map levels and therefore when a texture is is beyong the first mip-map level it goes to a very low res right away. The other problem as I mentioned before is that FL itself seems to have mip-mapping set on aggressive so that you barely get a few virtual yards from an object before it hits the first mip-map level and lowers the texture res.
Here's hoping less agressive mip-mapping or trilinear filtering is one of the "few graphical tweaks" oft mentioned by E.B. that differ in the full version from the PR beta.
The problem with mip-mapping is that it can drastically vary from card to card and driver to driver. It's really hard to control the quality mip-mapping because it's a hardware feature. Basically the only control you have over it is to tell whatever 3D API you're using to enable mip-mapping. How it's implemented is a bit out of your control, beyond defining a few things (Direct X has more control, in OpenGL it's basically on/off).
Those screens look like their running on an nVidia card and they had the mip-mapping bias set to highest performance, which uses a very low number of mip-map levels and therefore when a texture is is beyong the first mip-map level it goes to a very low res right away. The other problem as I mentioned before is that FL itself seems to have mip-mapping set on aggressive so that you barely get a few virtual yards from an object before it hits the first mip-map level and lowers the texture res.
Here's hoping less agressive mip-mapping or trilinear filtering is one of the "few graphical tweaks" oft mentioned by E.B. that differ in the full version from the PR beta.