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- To: Coordination of admins/developers of the game programming library Allegro <alleg-developers@xxxxxxxxxx>
- Subject: Re: [AD] min/mag filters
- From: Trent Gamblin <trent@xxxxxxxxxx>
- Date: Sat, 14 Aug 2010 18:31:04 -0600
On 2010-08-14, at 6:21 PM, Trent Gamblin wrote:
> It seems that in Direct3D, filtering is tied to the sampler unit and not the texture.
> Something tells me OpenGL may be the same. Since in the OpenGL driver
> and the Direct3D driver we always use sampler 0, if that is correct then we have
> to set the sampler type before drawing each bitmap, which makes it slightly more
> annoying to use (not bitmap holding for example). Just to make sure I'd like to
> see the following program rewritten for OpenGL:
Ok, so OpenGL does in fact set the filtering mode per texture. I'll look for a way
to do the same in Direct3d.