Timeline for Is sub-texel shading possible?
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Apr 4, 2018 at 8:49 | comment | added | barneypitt | Russ, it's not exactly what I was looking for, but it's really interesting! I'm thinking that the underlying technique might possibly be of use in what I'm trying to do, with some modification, so thanks. | |
Mar 30, 2018 at 1:47 | comment | added | russ | Not sure if its exactly what you're looking for, but Quilez has an interesting technique of separating the tex coord into int and fractional parts, and manipulating the fractional part yourself before you sample the texture. iquilezles.org/www/articles/texture/texture.htm | |
Mar 28, 2018 at 17:26 | comment | added | barneypitt | FWIW ... in Half Life 2, I noticed what appeared to be something like this, used everywhere. When you get close to a texture, the base texture looks very blurry, but a much higher resolution texture is overlaid. At least, this is certainly what it looks like is happening to me. Guess it's one reason why the 14 year old game still looks kind of crisp today! | |
Mar 28, 2018 at 17:19 | comment | added | barneypitt | Simon, no, I guess I'm asking if super-sampling is available - overridable - in gpu SW (i.e. fragment shader - or compute shader if the compute shader could be fitted seamlessly into the pipeline). | |
Mar 28, 2018 at 17:14 | answer | added | Nathan Reed | timeline score: 5 | |
Mar 28, 2018 at 17:08 | comment | added | barneypitt | Dan, essentially yes. Though the interpolation would potentially use more data than just the texture being sampled (pre-computed edge map, maybe another high res texture overlayed). | |
Mar 28, 2018 at 15:29 | comment | added | Dan Hulme | It sounds to me like you're actually trying to make your own texture sampler, so you can use other sampling techniques. Is that right? | |
Mar 28, 2018 at 15:04 | comment | added | Simon F | When you say "sub-texel shading" are you really asking "can I do texture super-sampling"? i.e. sampling the texture at a rate higher than once per screen pixel? FWIW, anisotropic filtering is generally implemented in this sort of fashion whereby, depending on the ratio of anisotropy, additional texture samples are taken and then blended together. Alternatively, are you asking if super-sample antialiasing is available in HW? | |
Mar 28, 2018 at 14:36 | history | asked | barneypitt | CC BY-SA 3.0 |