Jump to content
  • Advertisement
Sign in to follow this  
jcox23

Bilinear filtering shader artifacts

This topic is 2967 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

Hello,
I implemented a very basic bilinear interpolation pixel shader in glsl.
It's fine for the most part. Except when I zoom in on my texture, and depending where I am in it, I'm seeing weird lines showing a miscalculation...

I read upon it, it appears it's due to a quad misalignment with the screen...
My scene is 2D, there's a quad, one texture is applied on it...that's it...

I am confused though about what to do, it seems one solution is a half a pixel shift...
but is it for texture coordinates? quad coordinates?

None of what I tried seems to work...

Thanks for any help.

Share this post


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

  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!