@dougbinks @JonOlick @mvandevander Not sure I follow - do you have a reference I can look at for how this would solve the seam problem?
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Replying to @cmuratori
@cmuratori@JonOlick@mvandevander Not sure I get your Q either! No great refs to hand but perhaps: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476906(v=vs.85).aspx#Texture2D_Resource … helps?1 reply 0 retweets 0 likes -
Replying to @dougbinks
@dougbinks@JonOlick@mvandevander I just mean for the part where you think it fixes seams. I know how texture arrays work...1 reply 0 retweets 0 likes -
Replying to @cmuratori
@dougbinks@JonOlick@mvandevander ... I just haven't ever thought of a way you could use them for seamless texturing.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori For texture atlas, filtering is tiled to entire texture. Texture array has filtering tiled correctly to each array member.1 reply 0 retweets 0 likes -
Replying to @dougbinks
@dougbinks Yeah, that doesn't help here. I'm talking about the case where two textures _abut_, so they need to be sampled _across_.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori Could semi-solve that if you generate mipmaps yourself and all textures tile with themselves I'd have thought.1 reply 0 retweets 0 likes -
Replying to @dougbinks
@dougbinks Did you read the pastebin I posted? It explains why that doesn't work.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori I read it. Doesn't appear to consider the case I mention.1 reply 0 retweets 0 likes -
Replying to @dougbinks
@dougbinks I guess I don't understand the case then? The goal is just "break up one image into smaller textures, then draw it."2 replies 0 retweets 0 likes
@dougbinks I don't see how to use texture arrays to make this work with MIP-mapping.
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