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Re: Border support on rage pro & 128?



>> Hi, I am just starting out with OpenGL and was building a model when
>>I noticed that the edges faded to a white-ish color. I figured I'd use
>>border pixels so that linear interpolation would have something to
>>interpolate to. But I read a page on the net that said borders aren't
>>supported on many cards and may run in software extremely slowly. Are
>>they supported on the rage pro & 128 (and possible the II or whatever's
>>in the iMac Rev. A)? If they are not, I can use a 64x64 texture but only
>>set my coordinates to go from 1/64 to 1-1/64 so that the first and last
>>row go for interpolation, but it seems like much more work.

Well, now that I know borders don't work (thanx Ben Spees), I am
trying to take 2 tiles, each with a 256x256 texture, and edge them
seamlessly. Unfortunately, it doesn't work. I have tried everything,
especially the most obvious case, which is to inset your texture coords 1
pixel so that the linear interpolation has something to blend to. Well,
nomatter how I do it, if I use GL_REPEAT, I get an odd bevel effect on
the edge. I have tried 32 bit zbuffers, 32 bit color, everything.
It looks like I have to use GL_CLAMP and blend the edges of the 2
textures, or give them a common pixel. I just want to make sure this is
absolutely my only option. Now that I know what to look for, I see the
effects of clamping in almost every game on the mac, with the exception
of quake 3. Has anyone managed to get GL_REPEAT to work on the edge? It
doesn't even work on 1 quad with say, a 2x2 repeat of a texture. That
is, the middle looks fine, but I see that same bevel on the edge. Do
borders and edges work on the radeon? Thanx for your time,

Zack Morris
Z Sculpt Entertainment
email@hidden
http://www.zsculpt.com

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