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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 17:59:04 -0600
On 2010-08-14, at 5:52 PM, Peter Wang wrote:
> On 2010-08-14, Elias Pschernig <elias.pschernig@xxxxxxxxxx> wrote:
>> On Fri, 2010-08-13 at 10:42 +1000, Peter Wang wrote:
>>>>
>>>> But not sure, maybe we want this as a display flag instead of bitmap
>>>> flag? So I better ask here before I go ahead.
>>>
>>> Tentatively, I think the display flag would be better, otherwise we
>>> would need to call glTexParameter for every new source bitmap, right?
>>> Or does the flag apply to the destination bitmap?
>>
>> It's in the per-texture state, so it's the other way around - we'd have
>> to change it every time if we keep it as per-display state. (It may be
>> different with D3D though. Since the HW is the same in both cases, I
>> guess it doesn't make much difference, performance-wise.)
Sorry, I was only kind of skimming threads the past few days. If my
reading of the D3D docs is correct, then texture filtering can be
applied per-bitmap like in GL. I will test that now to make sure
that is the case, and report back.