@mvandevander What I would do is rearrange this so that all you do is check to see whether you're in the "zone" where you need to bilinear.
@mvandevander So what you do is that you just do texcoords * texture width. Then you floor(). Then you do * inv_texture_width.
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@mvandevander Does that make sense? You just force it to fall _exactly_ texel center. -
@mvandevander Since it's GL, the texel centers are at .5 of a pixel, so you have to take that into account. - Show replies
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