@cmuratori You can't leave it at that, tell us how it isn't right.
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Replying to @NoHatCoder
@NoHatCoder Well, it just seems like the coordinates for all lower MIP maps should have been half a pixel from the border instead of at it.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@NoHatCoder Leaving the coordinates at the border of the map is a special case that only handles non-tiling textures.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@NoHatCoder I feel like you would never pick that as the _only_ coordinate scheme. It would be some kind of special thing you would turn on.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@NoHatCoder Like, for cards that supported it, the "this texture never has to line up with anything else, so use border addressing".1 reply 0 retweets 0 likes -
Replying to @cmuratori
@NoHatCoder Know what I mean? So I feel like maybe nobody was thinking about this when they spec'd it, and then it just stuck?1 reply 0 retweets 0 likes -
Replying to @cmuratori
@NoHatCoder And then they tried to solve these problems with "texture borders" but that totally failed and they pulled it out...1 reply 0 retweets 0 likes -
Replying to @cmuratori
@NoHatCoder ... but the real answer has always just been that the coordinates have been wrong all along, no? Am I missing something?4 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori That seems right. Actually, the old Omega drivers had a forced setting switch called "Alternate pixel centre", guess what it did.2 replies 0 retweets 0 likes -
Replying to @NoHatCoder
@NoHatCoder Really? That is cool. I went ahead and implemented mine in a fragment shader but unfortunately it requires texelQueryLod :(2 replies 0 retweets 0 likes
@NoHatCoder Well, either that or you force it to do all the math over again for the LOD computation, which seemed even worse :/
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