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Posted 13 December 2012 - 07:15 AM
Posted 13 December 2012 - 07:27 AM
Posted 13 December 2012 - 09:40 AM
Edited by C0lumbo, 13 December 2012 - 09:49 AM.
Posted 13 December 2012 - 09:47 AM
Could I deal in floats but use some math magic to make the top left of the screen 0.f,0.f and the bottom right 1920.f,1080f?
Edited by C0lumbo, 13 December 2012 - 09:48 AM.
Posted 15 December 2012 - 07:11 AM
How can I sample my textures pixel accurately? I mean, one pixel of black should be enough to blow up to any resolution and fill the background with black, with no bleeding at all, am I correct? Or am I missing something?
Talking about the bleeding problem - I don't think this is really a floating point accuracy issue, it's a texture sampling issue.
What is bilinear filtering?
This means you're going to be bilinear filtering on your textures.
How many pixels thick should the border be, and in what color should the border be?
With texture atlases you need to add a border around each of images so that the bilinear filtering doesn't accidentally pull in any adjacent images.
What does "Modify the UV mean?"
An alternative is to modify your UVs so that the UV rectangle is squeezed inwards by half a texel on all sides