Jon Steed

UX Developer, Microsoft

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  • Blog Post: Bilinear Texture Filtering and You

    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 bottom-right corner. Figure 7a shows the UV coordinate...
  • Blog Post: Directly Mapping Texels to Pixels

    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 rasterizing and texturing triangles. By understanding...
  • Blog Post: DrawIndexedPrimitive Demystified

    I wrote this article out of good-natured spite after realizing I had no idea what most of the DrawIndexedPrimitive parameters did, even after carefully reading the documentation; it's since been included in the Microsoft DirectX 9.0 SDK Update (Summer 2004) documentation under the heading "Rendering...
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