A full explanation of my confusion regarding the common way MIP-mapping is spec'd: http://pastebin.com/Sn6uQRfj (cc @tom_forsyth @JocelynHoule)
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Replying to @cmuratori
@cmuratori@tom_forsyth@JocelynHoule "Mipmapping doesn't work when I do this hack" doesn't make it a problem with mipmapping.1 reply 0 retweets 0 likes -
Replying to @nothings
@cmuratori@tom_forsyth@JocelynHoule What you need is "texture border pixels"; it's in old OpenGL, deprecated now (because nobody used it?)2 replies 0 retweets 0 likes -
Replying to @nothings
@nothings@tom_forsyth@JocelynHoule It was apparently never actually implemented (per the previous discussion).1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule Vendors just allocated larger textures and wasted the unused space, supposedly.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule So I believe the reason it was pulled is because it was not a feature :)1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule You can still "access it via the API" by allocating the next power of two up :P2 replies 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule But anyway, I feel like the _current_ spec is the hack. It fails to specify bilinear effects...1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule ... properly at the border1 reply 0 retweets 0 likes
@nothings @tom_forsyth @JocelynHoule That, to me, is the hack, not the way I suggested, which actually works.
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