Re: Per axis filtering would be cool.
Ignacio Castaño <[email protected]>
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
Actually, the only benefit of that approach is that you would get the repeat filtering near the borders, but you can get the same effect by duplicating the border pixels in a texture atlas. In both cases you have to clamp or wrap the texture coordinates manually. -- Ignacio Castaño [email protected] Ignacio Castaño wrote: > Stephen, > > If you want mipmapping, I think that the best option right now is to use > cubemap faces, although that only allows you to have 6 textures at the same > time and you will have to adjust the texture coordinates manually. > > -- > Ignacio Castaño > [email protected] ______________________________________________ Renovamos el Correo Yahoo! Nuevos servicios, más seguridad http://correo.yahoo.es ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: =?iso-8859-1?q?Ignacio=20Casta=F1o?= INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).