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Now Kage doesn't provide a linear sampler and a user has to do their own linear interpolation. This is troublesome. We want an option to specify a sampler.
Why is this needed?
A linear fileter is useful (e.g. implementing a SDF font).
The text was updated successfully, but these errors were encountered:
hajimehoshi
changed the title
enable to choose samplers (nearest vs linear)
enable to choose samplers (nearest and linear) at a Kage program
Apr 14, 2024
Hmm, this might not match well with the current pixel mode, where an integer position is specified.
Other notes:
OpenGL: there is no way to choose a sampler in GLSL programatically. This is bound to a texture by glTexParameteri. As of OpenGL 3.3, a sampler object is available.
DirectX: A sampler can be chosen in HLSL?
Metal: A sampler can be chosen in MSL.
Just my opinion, but I don't think it's necessary, and I couldn't imagine a clean way to integrate the notion of samplers in ebitengine/kage.
Also, linear sampler is one example, but there are many different filtering techniques, so when should we stop? (linear, bilinear, trilinear, etc...)
I would rather write an example implementation in Kage, or (what this issue aims for) wait for other user inputs 😅
Operating System
What feature would you like to be added?
Now Kage doesn't provide a linear sampler and a user has to do their own linear interpolation. This is troublesome. We want an option to specify a sampler.
Why is this needed?
A linear fileter is useful (e.g. implementing a SDF font).
The text was updated successfully, but these errors were encountered: