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OpenGL [D3D10] Avoiding bleeding in atlases

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When creating a gui, using a single "texture atlas" to hold the various elements (check,radio,framework,buttons etc.) seems the logical choice. Back in the days of OpenGL I don't remember experiencing the bleeding I am suffering now. What should I do to avoid the bleeding? - Mipmaps shouldn't be used at all since it's an orthogonal projection after all. - Setting a MIN_MAG_MIP_POINT sampler avoids bleeding but isn't good looking when I need to rescale a gui element for some reason. Is there some other way?

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Have a look at the texture atlas tools and whitepaper at http://developer.nvidia.com/object/nv_texture_tools.html

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Thanks for the link, I am evaluating that solution..

..which brought me to think about texture arrays too, since I am working with DX10. I have wrote some code that takes a folder as input, and builds a texture array using all the textures it finds inside. But now I wonder.. how do I sample the "Wth texture" out of the array in the shader? (U,V...W)

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