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poefie

Is my texture mapper correct?

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I've been working on subpixel accuracy for my point sampler and at this point I'm not sure if it can get any better without anti-aliasing and filtering.  I can see some texel wobbling around the edges of the capsule model where the texture is really stretched. So my question is, is this a bug or merely as good as it gets?

 

If I run Chris Hecker's rasterizing code it seems to do the same thing.

Edited by poefie

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I've been working on subpixel accuracy

What do you mean?

 

I ran the demo, it looks like you aren't using any mip-mapping/filtering. The texture flickers alot (not just at the edges). Are you using nearest/point filtering?

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Nearest point filtering can still be subpixel accurate. Pixel accuracy references all these old low transistor count hardware rasterizers which round vertex positions to pixels (PS1). I wounder why 2d guy to this day are proud of pixel precision. I just -- as mario -- rode yoshi and now understand why some games opt to use collision geometry different from the visuals. Though this is not my style.

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