Jon Steed

UX Developer, Microsoft

August, 2004

Posts
  • Jon Steed

    Bilinear Texture Filtering and You

    • 0 Comments
    What follows is a review of texture addressing and sampling techniques, provided as a supplement to the article "Directly Mapping Texels to Pixels". Textures are always linearly addressed from (0.0, 0.0) at the top-left corner to (1.0, 1.0) at the...
  • Jon Steed

    Directly Mapping Texels to Pixels

    • 1 Comments
    When rendering 2D output using pre-transformed vertices, care must be taken to ensure that each texel area correctly corresponds to a single pixel area, otherwise texture distortion can occur. This article describes the process that Direct3D follows when...
Page 1 of 1 (2 items)