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
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
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
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