Timeline for How do I wrap textures inside shader GLSL?
Current License: CC BY-SA 3.0
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| when toggle format | what | by | license | comment | |
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| Feb 3, 2016 at 12:57 | comment | added | Lars Viklund | Wrapping your texture coordinates doesn't help with the problem that sampling at 0.0 or 1.0 with bilinear filtering will get you the average of the opposing pair of edge texels. Texel centers for a 4px image are at u=1/5, 2/5, 3/5, 4/5. | |
| Feb 3, 2016 at 8:46 | history | answered | PiotrK | CC BY-SA 3.0 |