@cmuratori @tom_forsyth @JocelynHoule Well, it didn't break with the API. They may have implemented it wrong, or they may not have.
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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 -
Replying to @cmuratori
@cmuratori@tom_forsyth@JocelynHoule You mean the thing they deleted?1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@tom_forsyth@JocelynHoule Yeah. I mean that _made it into the spec_. They pulled it because I guess it wasn't efficient.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule (ie., you can't build the hardware for it or something). So why wouldn't you want a cheap solution?1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule But it's academic, really - I am asking _why_ nobody just did this instead of texture borders.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule I have no need for them to add anything now, because _SL4 already supports this_.2 replies 0 retweets 0 likes
@nothings @tom_forsyth @JocelynHoule _They did_ add what I wanted, just perhaps not because of the reason I wanted it :)
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