Nevermind, I've figured out a solution.
I simply rounded the texture coordinates when fetching the texture at a position in my shader, so that it always gets the centre of the pixel (and thus disables any filtering that may exist).
Search found 4 matches
- Sun Dec 11, 2022 9:04 pm
- Forum: Advanced Help
- Topic: How to enable texture filtering on one texture, but not others in a material
- Replies: 1
- Views: 2331
- Sun Dec 11, 2022 2:49 pm
- Forum: Advanced Help
- Topic: How to enable texture filtering on one texture, but not others in a material
- Replies: 1
- Views: 2331
How to enable texture filtering on one texture, but not others in a material
I've been working on a little model of the earth. I have a shader which reads a texture to figure out what country is at a specific spot of the world, and recolour it based on that. However, in order for this to work, I have to disable filtering on the textures of the material (as I'm just using a m...
- Sat Nov 26, 2022 7:19 pm
- Forum: Beginners Help
- Topic: How to edit a texture in runtime
- Replies: 3
- Views: 831
Re: How to edit a texture in runtime
I'll try some of those suggestions out, thanks a lot. One thing which isn't exactly clear, is what data type is the pointer which you get using ITexture::lock()? Visual Studio says it's a "void*" but that doesn't make much sense. It doesn't matter that much as I'll probably use one of the ...
- Fri Nov 25, 2022 10:56 pm
- Forum: Beginners Help
- Topic: How to edit a texture in runtime
- Replies: 3
- Views: 831
How to edit a texture in runtime
I'm trying to render a 3-d globe model procedurally using only base maps (a colour map, height map, country map, etc), and I'd really like to be able to make a specific spot of my colour map a different colour depending on what country is there on the country map. However, to do this, I need to eith...