@cmuratori A likely explanation for it is that side-by-side textures is just not that widespread a use case?
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@LiaSae It's the most commonly seen case now, isn't it? Like Google Maps, or web page render caching on phones, etc.? - Show replies
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@cmuratori@tom_forsyth@JocelynHoule "Mipmapping doesn't work when I do this hack" doesn't make it a problem with mipmapping. -
@cmuratori@tom_forsyth@JocelynHoule What you need is "texture border pixels"; it's in old OpenGL, deprecated now (because nobody used it?) - Show replies
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@cmuratori@JocelynHoule Needs more ASCII art, but yes, I'm pretty sure I know the issue - it comes up now and again. -
@tom_forsyth@cmuratori@JocelynHoule MIPs have conceptual problems here. Look at the research on displacement mapping across UV seams. - Show replies
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@cmuratori@tom_forsyth@JocelynHoule What is the behavior of GL_CLAMP_TO_EDGE when sampling from LOD levels? -
@cmuratori@tom_forsyth@JocelynHoule Spec seems to say "not helpful" but could probably be tweaked to be what you want.
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@cmuratori@tom_forsyth@JocelynHoule Damn Casey, too bad you didn't write this in '90 when this was new. Why keep it a secret for so long? -
@scoy6@tom_forsyth@JocelynHoule I figured you guys had these sorts of things figured out already! Then I go try to do some stuff, and NOPE
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