A quick test of my new version of the stylish hexagonal texture filter on a Duke3D level, with an animation that illustrates how square texels are turned into hexagons. This code is yet to be vectorized with SIMD intrinsics, thus the performance is not optimal, but the effect is enabled for all surfaces including the heightmaps. The artistic peculiarities of hexagon-shaped texels are that none of them are touching with corners, there are no straight lines, and no blurriness unlike bilinear/bicubic filters which are interpolation-based. The texture filtering in Brahma comes in a variety of styles, normally picked by level designer's choice, which can be set up for every surface individually using engine's internal bytecode. The simplest form which is naturally produced by truncating the texture coordinates is the zero-order hold (which is basically nearest neighbor matching), some filters warp the texture coordinates, and the trickiest ones will mix several texels together.
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