@cmuratori @tom_forsyth @JocelynHoule If the thing you want is feasible, and there had been demand for border texels, they'd have done yours
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Replying to @nothings
@nothings@tom_forsyth@JocelynHoule Well if that's true I'd like to see the rationale for why they picked border texels, then.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@tom_forsyth@JocelynHoule "why they picked border texels"?!? they put that in in the very first OpenGL texture spec.1 reply 0 retweets 0 likes -
Replying to @nothings
@cmuratori@tom_forsyth@JocelynHoule you know, the terrible inefficient bullshit one. they had no idea what they were doing.1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@tom_forsyth@JocelynHoule Oh. Well, OK, "we didn't know what we were doing" is a perfectly reasonable explanation :)1 reply 0 retweets 2 likes -
Replying to @cmuratori
@cmuratori@tom_forsyth@JocelynHoule The point is that the old API *does* solve the actual problem you have.2 replies 0 retweets 0 likes -
Replying to @nothings
@cmuratori@tom_forsyth@JocelynHoule & the technology you propose could have been used to implement the old API. Instead they killed it.2 replies 0 retweets 0 likes -
Replying to @nothings
@cmuratori@tom_forsyth@JocelynHoule This implies the cost of your technology was not justified by the demand for seamless adjacency.1 reply 0 retweets 0 likes -
Replying to @nothings
@nothings@tom_forsyth@JocelynHoule I think that's jumping to a conclusion a bit. How were they "assessing" this demand?2 replies 0 retweets 0 likes -
Replying to @cmuratori
@nothings@tom_forsyth@JocelynHoule Did they even think about the thing I proposed?1 reply 0 retweets 0 likes
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