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New Game Studio samples
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Texture filtering: mipmapped sprite sheets
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Texture filtering: sprite sheets
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
Texture filtering: the edge of the world
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
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Shawn Hargreaves Blog
Texture filtering: sprite sheets
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
12
Comments
You can control what happens when texture filtering reads from past the edge of a texture using the SamplerState.AddressU and AddressV properties. But what if you are using a sprite sheet? The sampler address modes know nothing about how your sprites...
Shawn Hargreaves Blog
Texture filtering: the edge of the world
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
5
Comments
Long time no post. But don't worry, I'm not dead yet ... One of the more surprising things about texture filtering is how easily it can read past the edge of the texture. Consider a 4x1 texture containing four color values: A B C D If we draw this...
Shawn Hargreaves Blog
Texture filtering: mipmapped sprite sheets
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
3
Comments
Beringela comments on my previous post : "Why don't spritesheets (with an edge around each sprite) and mipmaps go well together and are there any workarounds other than not using spritesheets or not using mipmaps?" Let's work through an example...
Shawn Hargreaves Blog
New Game Studio samples
Posted
over 4 years ago
by
Shawn Hargreaves - MSFT
3
Comments
Hot off the press, this sample provides handy classes for generating cubes, spheres, and teapots (great for debug rendering!) while this one shows how to do various hopefully useful things with skinned character models. Notice how Skinned Model Extensions...
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