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Texture Addressing: D3D:

Started by Draigan Oct 25, 2000 at 9:13 AM 0 replies 500+ views
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Draigan
Draigan
I want to combine multiple textures into one texture just like how people put multiple lightmaps into one texture. The problem is that with bilinear filtering, it chooses pixels from another sub-texture near the borders. The solution (I''ve heard) is to generate a 1 pixel border around the sub-texture and effectively adjust the tu,tv coordinates to address the texels inside this 1 pixel border. Here is my problem. I adjust my tu,tv coordinates to handled the 126x126 pixels on a 128x128 texture contained within a 256x256 texture. (This means that there are effectively 4 subtextures in this one texture.) When this texture becomes mip-mapped down to 64x64, my subtextures are 32x32 pixels in size and the tu,tv adjustments that I''ve made are too small to bump the tu,tv coordinates up to the next pixel. How is this supposed to be handled? Thanks anyone for any info. -Dion
Draigan
Draigan
Somebody must have dealt with this issue... anyone?

-Draigan

PS: I''m not whining so much as I am moving my post to the top of the list.

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