Retroquad 0.6.1 Released (Patreon)
Content
Several unused cvars were removed in this version.
Some progress was done in the anisotropic texturemapping algorithm. Now it computes the anisotropic scaling at both the nearest and the farthest screenspace points of the surface. However, only the scaling of the nearest point is being used right now, which results in the image being sharper than it should, giving some moire artifacts.
Since perspective correction is, as far as I understand, a function of screen depth, in the future it should be possible to quickly interpolate the anisotropic scaling in the screenspace during the perspective correction steps, to make all parts of the surfaces equally smooth.
Anisotropic texturemapping is difficult and it's quite impossible to find example implementations of it. I'm sure my algorithm of it will always be significantly flawed, but at least it does improve things. Anyway, I'll implement a cvar to disable it.