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Right now we set MAG_POINT sampling universally - however this breaks non-pixel-perfect applications when scaling.
See with MAG_POINT
And without MAG_POINT
It's a fairly quick fix, bgfx_set_texture should respect texture clamp/sampling via uint32_t.max, and in texture construction we should allow overriding the sampling. Make a clearly documented API on this one to avoid confusion.
The text was updated successfully, but these errors were encountered:
It should be pointed out that you're kinda stuck with MAG_POINT if using dense tilesheets - and ideally a logical scale should be used with MAG_POINT. This is perfect for 2d pixel art, tiled maps, etc, but not so great for more modern styles.
Right now we set MAG_POINT sampling universally - however this breaks non-pixel-perfect applications when scaling.
See with MAG_POINT
And without MAG_POINT
It's a fairly quick fix,
bgfx_set_texture
should respect texture clamp/sampling viauint32_t.max
, and in texture construction we should allow overriding the sampling. Make a clearly documented API on this one to avoid confusion.The text was updated successfully, but these errors were encountered: