Jump to content
  • Advertisement
Sign in to follow this  

texture tiling & texture borders

This topic is 3482 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have multiple textures that share common borders that need to be mapped onto a surface. I'm using bilinear interpolation to sample the textures. Everything works well, except on the border of two adjacent textures as expected. My question is: What is the modern OGL way of dealing with texture borders? I know texture borders as specified in glTexImage2D() is not the way to go because OGL3.0 deprecates them and ATI doesn't support them. So that leaves two possibilities: 1) Manually insert texture borders (i.e. keep the border parameter in glTexImage2D() set to zero but just pad the width and height by two and properly offset texture coordinates). 2) Have a special case is my fragment shader that does the bilinear interpolation manually by fetching texels from adjacent textures and calling mix().

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!