See the blur that sampling hides.
A steeply viewed surface compresses many texture texels into one screen pixel. Compare a baseline sampler at anisotropy 1 with an adjustable sampler that can follow the dense axis of the texture footprint.
Preparing a high-frequency tiled floor and probing the renderer’s sampler limit…
- backend
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- max aniso
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- repeat
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- filter
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- frame ms
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The renderer will report its maximum supported anisotropy after initialization.
one sample axis
waiting for max
trilinear
RepeatWrapping
SRGBColorSpace
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Anisotropy does not make a texture sharper everywhere: it spends more texture samples where a perspective footprint is elongated. The two lanes use the same generated texture, repeat, and mip policy.
The active lane will use the renderer’s reported maximum when the study is ready.
Derived from the official WebGPU anisotropy example, WebGL anisotropy example, and the Texture sampler properties. Use ?forceWebGL=1 to inspect the labeled WebGL2 reference.
Selected sampler behavior only: generated texture quality, exact official asset/page/pixel fidelity, device-wide performance, and whole-example fidelity remain unverified.
The renderer could not create the study.