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authorRoland Scheidegger <[email protected]>2013-10-23 19:13:21 +0200
committerRoland Scheidegger <[email protected]>2013-10-25 01:29:14 +0200
commit2b2fc03beb6ff6a5e87f16afbd687ac9addc3824 (patch)
tree045d467f2b73a5e53c8ce4991dabea18921e1e3b /scons/dxsdk.py
parentdde9260fdc1fb6792df24a4790ea1c255ad9284a (diff)
gallivm: implement fully accurate corner filtering for seamless cube maps
d3d10 requires that cube corners are filtered with accurate weights (that is, the weight of the non-existing corner texel should be evenly distributed to the other 3 texels). OpenGL does not require this (but recommends it). This requires us to use different filtering code, since we need per-texel weights which our 2d lerp doesn't (and can't) do. And of course the (now per element) weights need to be adjusted too for it to work. Invoke the new filtering code whenever there's an edge to keep things simpler, as it will work for edges too not just corners but of course it's only needed with corners. More ugly code for not much gain but at least a hacked up cubemap demo shows very nice corners now... Not sure yet if and how this should be configurable... v2: incorporate feedback from Jose, only use special corner filtering code when there's a corner not when there's only an edge (as corner filtering code is slower, though a perf difference was only measureable when always forcing edge code). Plus some minor style fixes. Reviewed-by: Jose Fonseca <[email protected]>
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