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cmuratori's profile
Casey Muratori
Casey Muratori
Casey Muratori
@cmuratori

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Casey Muratori

@cmuratori

I'm worried that the baby thinks people can't change.

Seattle
caseymuratori.com
Joined March 2009

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    1. Casey Muratori‏ @cmuratori 24 May 2015
      Replying to @cmuratori

      @mvandevander And you just snap the coordinates to the nearest pixel if you aren't...

      1 reply 0 retweets 0 likes
    2. Casey Muratori‏ @cmuratori 24 May 2015
      Replying to @cmuratori

      @mvandevander ... and put the coordinates to be the proper distance between the two pixels if you are.

      1 reply 0 retweets 0 likes
    3. Casey Muratori‏ @cmuratori 24 May 2015
      Replying to @cmuratori

      @mvandevander Does that make sense?

      1 reply 0 retweets 0 likes
    4. Casey Muratori‏ @cmuratori 24 May 2015
      Replying to @cmuratori

      @mvandevander That way you don't need to do 4 texture samples, you can just have the card do the bilinear as normal.

      1 reply 0 retweets 0 likes
    5. Matthew VanDevander‏ @mvandevander 24 May 2015
      Replying to @cmuratori

      @cmuratori I'm not sure how to tell the GPU to do a selective bilinear filtering like that?

      1 reply 0 retweets 0 likes
    6. Matthew VanDevander‏ @mvandevander 24 May 2015
      Replying to @mvandevander

      @cmuratori Like the filtering is just on or off as far as I'm aware. I only had implemented a bilinear earlier as a test.

      1 reply 0 retweets 0 likes
    7. Matthew VanDevander‏ @mvandevander 24 May 2015
      Replying to @mvandevander

      @cmuratori I dunno. I'll look at that perhaps. Maybe the pixel shader does override the filter if I just snap. I've been working without it.

      1 reply 0 retweets 0 likes
    8. Matthew VanDevander‏ @mvandevander 24 May 2015
      Replying to @mvandevander

      @cmuratori Only time I has the card filter on was when I was just upsampling and doing tr linear.

      1 reply 0 retweets 0 likes
    9. Matthew VanDevander‏ @mvandevander 24 May 2015
      Replying to @mvandevander

      @cmuratori *trilinear. So this was all just done with no texture filtering enabled.

      1 reply 0 retweets 0 likes
    10. Casey Muratori‏ @cmuratori 24 May 2015
      Replying to @mvandevander

      @mvandevander So what you do is that you just do texcoords * texture width. Then you floor(). Then you do * inv_texture_width.

      1 reply 0 retweets 0 likes
      Casey Muratori‏ @cmuratori 24 May 2015

      @mvandevander Does that make sense? You just force it to fall _exactly_ texel center.

      11:45 PM - 24 May 2015
      1 reply 0 retweets 0 likes
        1. New conversation
        2. Casey Muratori‏ @cmuratori 24 May 2015
          Replying to @cmuratori

          @mvandevander Since it's GL, the texel centers are at .5 of a pixel, so you have to take that into account.

          1 reply 0 retweets 0 likes
        3. Casey Muratori‏ @cmuratori 24 May 2015
          Replying to @cmuratori

          @mvandevander We should talk about this at the beginning of tomorrow's HMH :)

          1 reply 0 retweets 1 like
        4. Show replies

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