@cmuratori @tom_forsyth @JocelynHoule You mean the thing they deleted?
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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 -
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Replying to @nothings
@nothings@tom_forsyth@JocelynHoule OpenGL shading language version 4.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule Basically you just need textureQueryLod in order to implement this. Which is only in version >= 4.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@tom_forsyth@JocelynHoule you can compute the LOD yourself; I did in the virtual texture demo1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@tom_forsyth@JocelynHoule Yes but it can be much more expensive, and the card usually "knows best".1 reply 0 retweets 0 likes
@nothings @tom_forsyth @JocelynHoule (ie., they will or won't do a square root, etc.)
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