• Advertisement
Sign in to follow this  

Bilinear filtering shader artifacts

This topic is 2756 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 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
Sign in to follow this  

  • Advertisement