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Nearest Point Sampling http://horde3d.org/forums/viewtopic.php?f=3&t=966 |
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Author: | r3d [ 01.10.2009, 01:41 ] |
Post subject: | Nearest Point Sampling |
I tried to use nearest point texture sampling but I didn't find a way. I am trying to apply it from the sampler shader declaration Code: // Samplers sampler samples = sampler_state { Address = Clamp; Filter = None; }; But then I found that egShader.cpp only supports Trilinear or Bilinear. Code: else if( tok.checkToken( "Filter" ) ) { if( !tok.checkToken( "=" ) ) return raiseError( "FX: expected '='", tok.getLine() ); if( tok.checkToken( "Trilinear" ) ) sampler.filterMode = TexFilterModes::Trilinear; else if( tok.checkToken( "Bilinear" ) ) sampler.filterMode = TexFilterModes::Bilinear; else return raiseError( "FX: invalid enum value", tok.getLine() ); } TexFilterModes has None value and egRenderer.cpp seems to catch it Best regards |
Author: | marciano [ 01.10.2009, 08:21 ] |
Post subject: | Re: Nearest Point Sampling |
Thanks a lot, I will fix this in the evening. EDIT: Fixed now. |
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