@nothings @tom_forsyth @JocelynHoule Vendors just allocated larger textures and wasted the unused space, supposedly.
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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
@cmuratori@tom_forsyth@JocelynHoule Not exactly; the 1x1 mipmap breaks. But other than that, maybe.1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@tom_forsyth@JocelynHoule I think the 1x1 mip map broke with the border API too. You could test it, I suppose...2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@tom_forsyth@JocelynHoule Well, it didn't break with the API. They may have implemented it wrong, or they may not have.1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@tom_forsyth@JocelynHoule Yes, certainly. And I would _love_ to have the API actually implemented in hardware properly, too!1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule But since that is apparently not an option, I would rather have a MIP spec that worked in all cases.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@tom_forsyth@JocelynHoule They will respond "1000 random dudes can say 'i want to do X with my textures, and mipmaps break'."2 replies 0 retweets 0 likes -
Replying to @nothings
@nothings@tom_forsyth@JocelynHoule And I will respond with "you fucking added a whole thing to the API to deal with this case."2 replies 0 retweets 0 likes
@nothings @tom_forsyth @JocelynHoule "Obviously this is not a 'random dudes' situation."
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