Jump to content

  • Log In with Google      Sign In   
  • Create Account

#Actualeppo

Posted 06 December 2012 - 08:03 AM

If you're on D3D10+ hardware, you might want to use texture arrays (as long as all sprites are the same size) as they prevent filtering artifacts between neighboring sprites.
Instead of cutting sprites out of a sheet in a shader you can do it at load-time.

#4eppo

Posted 06 December 2012 - 07:48 AM

If you're on D3D10+ hardware, you're better off using texture arrays (as long as all sprites are the same size) as they prevent filtering artifacts between neighboring sprites.
Instead of cutting sprites out of a sheet in a shader you can do it at load-time.

#3eppo

Posted 06 December 2012 - 07:48 AM

If you're on D3D10+ hardware, you're better off using texture arrays (as long as all sprites are the same size) as they prevent filtering artifacts between neighboring sprites.
Instead of cutting sprites out of a sheet in a shader you can do it at load-time.

#2eppo

Posted 06 December 2012 - 07:47 AM

If you're on D3D10+ hardware, you're better off using texture arrays as they prevent filtering artifacts between neighboring sprites.
Instead of cutting sprites out of a sheet in a shader you can do it at load-time.

#1eppo

Posted 06 December 2012 - 07:43 AM

If you're on D3D10+ hardware, you're better of using texture arrays as they prevent filtering artifacts between neighboring sprites.
Instead of cutting sprites out of a sheet in a shader you can do it at load-time.

PARTNERS