I think either a) I don't really understand MIP mapping, or b) MIP mapping isn't really right and probably should be done differently.
@NoHatCoder ... but the real answer has always just been that the coordinates have been wrong all along, no? Am I missing something?
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@cmuratori That seems right. Actually, the old Omega drivers had a forced setting switch called "Alternate pixel centre", guess what it did. -
@NoHatCoder Really? That is cool. I went ahead and implemented mine in a fragment shader but unfortunately it requires texelQueryLod :( - Show replies
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@cmuratori I've read this a whole bunch of times and I still don't get what the problem is. -
@grumpygiant Here's a more complete explanation: http://pastebin.com/Sn6uQRfj
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@cmuratori@NoHatCoder If that is indeed how it works then it sounds wrong. Could base on repeat mode and border on/off.Thanks. Twitter will use this to make your timeline better. UndoUndo
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@cmuratori Actually, it wasn't wrong before we had texture filtering, then you would just round down the calculated texture coordinates. -
@cmuratori And the result was a pixel perfect eyesore. Then bilinear filtering came along and removed the rounding.
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