tag:blogger.com,1999:blog-6042417775578107106.post2471110003132618149..comments2023-08-05T11:30:32.754-04:00Comments on The Hacks of Life: Texture Coordinate System For OpenGLChrishttp://www.blogger.com/profile/14648675681957285299noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-6042417775578107106.post-44003139293996585852013-09-16T10:57:29.657-04:002013-09-16T10:57:29.657-04:00What I mean is: assume you use different colors fo...What I mean is: assume you use different colors for different corners of a quad (to create a color-wash):<br />- the RGB color input to the vertex is achieved on the outside edge of the pixel.<br />- the shader samples the pixel at its center.<br />- therefore the outermost pixels drawn will not be at the perfect RGB that was input - they will be slightly blended with the other side.<br />It is as if the wash goes from 1-99% and not 0-100%.<br /><br />For what it's worth, if you were to create two color washes next to each other with common vertices, the amount of 'blending' at the edges would match the next blend, e.g. if you go blue->Red, red-> blue next to each other you'll get<br />1% -> 99% 99% -> 1 %.Benjamin Supnikhttps://www.blogger.com/profile/04886313844644521178noreply@blogger.comtag:blogger.com,1999:blog-6042417775578107106.post-64728335778290626362013-09-16T01:17:16.365-04:002013-09-16T01:17:16.365-04:00This was a great article, but I don't understa...This was a great article, but I don't understand this point about color:<br /><br />"Basically if you use integer input coordinates, the corners of a rectangle do not receive the unmodified input coordinates from GL vertex!"<br /><br />Anyways, complaints about texture bleeding and artifacts are in no short supply on the internet so it was great to read your theoretical explanation.Unknownhttps://www.blogger.com/profile/00658173613716309372noreply@blogger.comtag:blogger.com,1999:blog-6042417775578107106.post-76604849997762010962010-02-04T06:22:24.545-05:002010-02-04T06:22:24.545-05:00ah OK, you want do draw a 8x8 rectangle... I relat...ah OK, you want do draw a 8x8 rectangle... I related to the >Texture Coordinate Interpretation< Section and it wasn't staded before that you draw 8x8 so i was confused :). never mind.Supermanfredhttps://www.blogger.com/profile/09193754512842466235noreply@blogger.comtag:blogger.com,1999:blog-6042417775578107106.post-76707862547993713292010-02-04T06:19:40.787-05:002010-02-04T06:19:40.787-05:00Searched for exactly this point and was glad to fi...Searched for exactly this point and was glad to find it here.<br /><br />Was it right to state, that the sample points on a 4x4 texture are 1/16, 3/16 ... ?<br />wouldn't that be a 8x8 texture with 8 different samples and the 4x4 texture would result in 1/8, 3/8...?Supermanfredhttps://www.blogger.com/profile/09193754512842466235noreply@blogger.comtag:blogger.com,1999:blog-6042417775578107106.post-30750423978186971862009-12-15T21:27:25.596-05:002009-12-15T21:27:25.596-05:00Thank you for your work on this. This a great surv...Thank you for your work on this. This a great survey of the details of rasterization. When you are working in screen space with OpenGL this becomes very important to understand.Unknownhttps://www.blogger.com/profile/03145483836654429514noreply@blogger.com