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23

There are two main benefits: First, if you downsample by more than a factor of two, some pixels in the original image will have no impact on the result image. Using GL_LINEAR, each destination pixel will only sample from at most 4 pixels from the source image; the other pixels simply get discarded. By downsampling by a factor of two, you ensure that each ...


5

This distortion pattern is an aliasing artifact caused by point sampling the wrong mip level of a texture. Change the "Filter Mode" from "Point" to bilinear, and make sure to check "Generate Mip Maps". (There is rarely a good reason to disable mip-map generation.) As some have suggested in the comments, anisotropic filtering will work even better to ...


2

You should generate mipmaps, those are textures for objects further away, antialiasing could also help to make things smooth


1

Here's what I think is happening: the matrices in your static singleton sprite class (say that three times fast) -- specifically the model-view matrix -- is being modified on drawing every sprite without being reset to how it was before the modification. As such, any transformation you perform for one object is also applied to any subsequently drawn object ...


1

Fixed!!!!! Forgot to transpose world, view, and projection matrix. So fixing the aspect ratio and making sure to transpose the matrices fixed the issue. I have to remember that HLSL is column-major rather than row major.



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