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psycoding
December 16th, 2008, 02:15 PM
If I use a filter, anisotropic or tri/bilinear, I only have the pixels of the current triangle to work with in my triangle mapper.

If a pixel is near an edge, the filter kernel may go outside the triangle,
how to get these pixels outside of the current triangle ?
Artifacts do occur if they are not taken into account,
so how to treat them ? how is it done in games ?

may sound curious to some people, but I'm writing my renderer completely from low level..