@mvandevander Does that make sense?
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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 -
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 -
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 -
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 -
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 -
Replying to @mvandevander
@cmuratori *trilinear. So this was all just done with no texture filtering enabled.1 reply 0 retweets 0 likes -
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 -
Replying to @cmuratori
@mvandevander Does that make sense? You just force it to fall _exactly_ texel center.1 reply 0 retweets 0 likes -
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
@mvandevander We should talk about this at the beginning of tomorrow's HMH :)
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Replying to @cmuratori
@cmuratori I don't necessarily see what you're suggesting, but I also don't see why doing it by offsetting coordinates solves my problem.1 reply 0 retweets 0 likes -
Replying to @mvandevander
@cmuratori The blended area is literally one pixel. The original image I showed is not what it looks like in practice.1 reply 0 retweets 0 likes - Show replies
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