Re: [Warzone-dev] [bug #10456] Texture seams are back again

2007-12-07 Thread Dennis Schridde
Am Freitag, 7. Dezember 2007 18:21:55 schrieb Per Inge Mathisen: > > furthermore, i believe it would be prudent to consider a redinition of > > mip-map levels by "pixel resolution" rather than "pixel dimension", so > > that i could, for example, design a 2048x2048 "tile" that has a 128x128 > > "pix

Re: [Warzone-dev] [bug #10456] Texture seams are back again

2007-12-07 Thread Per Inge Mathisen
On Dec 7, 2007 2:28 AM, Kevin Gillette <[EMAIL PROTECTED]> wrote: > i think that's a bit overkill -- if we're doing splatting, the point is that > no one texel is easily distinguishable where the splatting occurs, thus if > we implement splatting, we *should* use simple POT dimensions for our > tex

Re: [Warzone-dev] [bug #10456] Texture seams are back again

2007-12-06 Thread Kevin Gillette
On Dec 6, 2007 11:37 AM, Per Inge Mathisen <[EMAIL PROTECTED]> wrote: > On Dec 6, 2007 6:12 AM, Kevin Gillette <[EMAIL PROTECTED]> > wrote: > > OpenGL borders are what you are looking for. Unfortunately, this > feature is not support on many (most?) cards, creating a software > fallback. > agreed

Re: [Warzone-dev] [bug #10456] Texture seams are back again

2007-12-06 Thread Per Inge Mathisen
On Dec 6, 2007 6:12 AM, Kevin Gillette <[EMAIL PROTECTED]> wrote: > texture seams will always be visible unless all of the following are true: > > 1. the tertiles are rotationally and mirrorably seamless (in any > combination). > > note: the exception to this involves specially designing maps so th