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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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