@cmuratori Oh - this is a use for the Offset parameter of Sample() - see "Applying Texture Coordinate Offsets": https://msdn.microsoft.com/en-us/library/windows/desktop/bb509695%28v=vs.85%29.aspx …
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Replying to @tom_forsyth
@cmuratori Ah crap - except it's an integer, and we want to feed in 0.5. Bollocks.1 reply 0 retweets 0 likes -
Replying to @tom_forsyth
@tom_forsyth Well you also need to scale it per LOD as well - it's a bias _and_ a scale that are dependent on the texel size.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@tom_forsyth So pretty much the only way you're going to do it in a shader are a) textureQueryLod, or b) compute the LOD yourself.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@tom_forsyth Then you do the scale and bias yourself based on the LOD value that comes back.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@tom_forsyth A is fine, I think. B, not so good, because that's a nasty calc and the card may have wanted to approximate it.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@tom_forsyth Hence my lamentation of "why wasn't this something that was supported", because older hardware, I think you're just doomed.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@tom_forsyth The only solution is to do a bunch of ops to compute the LOD for every texel sample.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori Fortunately it's pretty cheap on newer hardware.1 reply 0 retweets 0 likes -
Replying to @tom_forsyth
@tom_forsyth@cmuratori this is something we've been looking at for a while.1 reply 1 retweet 3 likes
@ChasBoyd @tom_forsyth Awesome!
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