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Possible Bug, Bilinear filtering doesn't seem to work...

Mar 13, 2011 11:49 AM

 

Is bilinear filtering supported? I can render only nearest sampled textures, if I dare to change

 

float4 color = sample(diffuseMap, float2(interpolatedCoord.x, interpolatedCoord.y), PB3D_NEAREST);

to

float4 color = sample(diffuseMap, float2(interpolatedCoord.x, interpolatedCoord.y), PB3D_LINEAR);

nothing is drawn!!!!!! Is it still to be supported? It's something so basic and important that's weird that it's not currently working...

 

 

For newbies to 3d: bilinear filtering interpolates via GPU the pixel in a texture to make it look decent and not something out of 1993's DOOM ;-)

Also: will Molehill\PixelBender3D support more advanced texture filters like anisotropic ones?

 
Replies
  • Currently Being Moderated
    Mar 22, 2011 3:02 PM   in reply to EcIipse

    I'm sorry about the delayed response to this. Right now, there is no way to make bilinear filtering work. It's been added to our bug database and we will fix

    it.

     

    Bob

     
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  • Currently Being Moderated
    Apr 10, 2011 1:04 AM   in reply to EcIipse

    I have had the same issue and found a simple workaround.

     

    The fact is, PB3D_MIPNEAREST means PB3D_LINEAR.

     

    So just write something like this:

     

    sample( sTex, float2( vTexCoord.x, vTexCoord.y ), PB3D_MIPNEAREST )

     

    and you will find your texture correctly filtered (I checked the underlying D3D API with PIX for Windows)!

     
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  • Currently Being Moderated
    Sep 26, 2011 11:54 AM   in reply to EcIipse

    This problem has been fixed in preview 3 of Pixel Bender 3D

     

    Bob

     
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