One of the major changes I have encountered between Direct3D 9 and Direct3D 11 is the new API for setting up texture sampling. In D3D9, it was sufficient to simply set a given value of a given ...
Is point texture filtering the same as nearest (different names for the same technique)?
following my another question I have studied in the documentations that I should use this procedure : Define the texture filter parameters. This will control what happens when a texture is scaled ...
I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those. I'm finding lots of material about antialiasing in 3D ...
I want to disable texture filtering (since I'm making a retro-style game where it looks bad if a texture gets filtered like that), but since I'm on XNA 3.1 there seems to be no option to set a ...