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Steno

Anisotropic filtering on the bounds

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Heya,

 

I was working with a texture tonight that had two very distinct sides (especially in terms of alpha channel).  Imagine the left side is transparent and the other side opaque.  When I rendered the texture as a billboard, I saw a distinct artifact line along the left side.  

 

Since it was billboard, I had the texture coordinates hardcoded to 0.0 to 1.0 and the texture was several times bigger than the rendered quad, I could only conclude that the antsotropic mipmap filter sampled over the right edge of the texture to determine the mipped textel.  Is my reasoning correct or is there another reason for the artifact?

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I was using wrap.  The texture was several times larger than what a normal quad size would be.

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If you're using wrap, then when filtering along the boundary, the left-most and right-most pixels will be blended together, especially at a distance or at a glancing angle.

If this isn't supposed to happen, then use clamp.

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